### 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)

if (!is_editable()) {
		return;
	}
	begin_complex_operation();
	Vector<int> caret_edit_order = get_caret_index_edit_order();
	for (const int &c : caret_edit_order) {
		
		
		
		int removed_characters = 0;
		int initial_selection_end_column = 0;
		int initial_cursor_column = get_caret_column(c);
		int start_line = get_caret_line(c);
		int end_line = start_line;
		if (has_selection(c)) {
			start_line = get_selection_from_line(c);
			end_line = get_selection_to_line(c);
			
			initial_selection_end_column = get_selection_to_column(c);
			if (initial_selection_end_column == 0) {
				end_line--;
			}