### Godot version

4.0beta14

### System information

windows 10, gles 3, nvidia graphics

### Issue description

on beta 14, you cannot drag anymore a node from the scene tree to the script editor to get the node path or the ```@onready``` var snippet

### Steps to reproduce

Using beta 14, try to drag a node from the tree inside the script editor and see the arrow cursor turn into a circular white and red stop sign icon.

Note that this happens even if the script belongs to the currently opened scene.

### Minimal reproduction project

N/A
text_to_drop += "preload(" + _quote_drop_data(String(files[i])) + ")";
			} else {
				text_to_drop += _quote_drop_data(String(files[i]));
			}
		}
		te->set_caret_line(row);
		te->set_caret_column(col);
		te->insert_text_at_caret(text_to_drop);
		te->grab_focus();
	}
	if (d.has("type") && String(d["type"]) == "nodes") {
		te->remove_secondary_carets();
		Node *scene_root = get_tree()->get_edited_scene_root();
		if (!scene_root) {
			EditorNode::get_singleton()->show_warning(TTR("Can't drop nodes without an open scene."));
			return;
		}
		Node *sn = _find_script_node(scene_root, scene_root, script);
		if (!sn) {
			EditorNode::get_singleton()->show_warning(vformat(TTR("Can't drop nodes because script '%s' is not used in this scene."), get_name()));
			return;
		}
		Array nodes = d["nodes"];
		String text_to_drop;
		if (Input::get_singleton()->is_key_pressed(Key::CTRL)) {
			bool use_type = EDITOR_GET("text_editor/completion/add_type_hints");
			for (int i = 0; i < nodes.size(); i++) {
				NodePath np = nodes[i];
				Node *node = get_node(np);
				if (!node) {