### 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)

bool shift_pressed = Input::get_singleton()->is_key_pressed(Key::SHIFT);
	if (p_gutter == main_gutter) {
		if (draw_breakpoints && !shift_pressed) {
			set_line_as_breakpoint(p_line, !is_line_breakpointed(p_line));
		} else if (draw_bookmarks && shift_pressed) {
			set_line_as_bookmarked(p_line, !is_line_bookmarked(p_line));
		}
		return;
	}
	if (p_gutter == line_number_gutter) {
		remove_secondary_carets();
		set_selection_mode(TextEdit::SelectionMode::SELECTION_MODE_LINE, p_line, 0);
		select(p_line, 0, p_line + 1, 0);
		set_caret_line(p_line + 1);
		set_caret_column(0);
		return;
	}
	if (p_gutter == fold_gutter) {
		if (is_line_folded(p_line)) {
			unfold_line(p_line);
		} else if (can_fold_line(p_line)) {
			fold_line(p_line);
		}
		return;
	}
}
void CodeEdit::_update_gutter_indexes() {