### 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 (!code_completion_active) {
		return Dictionary();
	}
	ERR_FAIL_INDEX_V(p_index, code_completion_options.size(), Dictionary());
	Dictionary option;
	option["kind"] = code_completion_options[p_index].kind;
	option["display_text"] = code_completion_options[p_index].display;
	option["insert_text"] = code_completion_options[p_index].insert_text;
	option["font_color"] = code_completion_options[p_index].font_color;
	option["icon"] = code_completion_options[p_index].icon;
	option["default_value"] = code_completion_options[p_index].default_value;
	return option;
}
int CodeEdit::get_code_completion_selected_index() const {