### Godot version

v4.0.beta.custom_build [0abd60b95]

### System information

Windows 10, Vulkan

### Issue description

Autocomplete doesn't work when trying to access a scene node that isn't a direct child of the scene root script, using $NodePath (Shorthand for get_node("NodePath") as per docs).

Example:
![image](https://user-images.githubusercontent.com/115422160/212197922-10e73c9f-de10-475e-ac6e-4163fc5b8013.png)

It worked in Godot 3.5:
![3.5](https://user-images.githubusercontent.com/115422160/212197992-61b67a42-86c6-4650-bab4-c7dfa5a67975.PNG)

I should mention that it works if you start by typing the name of a direct child:
![image](https://user-images.githubusercontent.com/115422160/212198641-6d8e6fca-a2d2-47a7-b627-2df95268daf5.png)

But when you have many nodes in the scene and longer names it's a pain to access the last children like that.


### Steps to reproduce

See above or MRP.

### Minimal reproduction project

[autocomplete bug.zip](https://github.com/godotengine/godot/files/10406695/autocomplete.bug.zip)

for (int i = 0; i < delimiters.size(); i++) {
		if (delimiters[i].start_key == p_start_key) {
			return delimiters[i].type == p_type;
		}
	}
	return false;
}
void CodeEdit::_set_delimiters(const TypedArray<String> &p_delimiters, DelimiterType p_type) {
	setting_delimiters = true;
	_clear_delimiters(p_type);
	for (int i = 0; i < p_delimiters.size(); i++) {
		String key = p_delimiters[i];
		if (key.is_empty()) {
			continue;
		}
		const String start_key = key.get_slice(" ", 0);
		const String end_key = key.get_slice_count(" ") > 1 ? key.get_slice(" ", 1) : String();
		_add_delimiter(start_key, end_key, end_key.is_empty(), p_type);
	}
	setting_delimiters = false;
	_update_delimiter_cache();
}
void CodeEdit::_clear_delimiters(DelimiterType p_type) {