### 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 < get_gutter_count(); i++) {
		if (get_gutter_name(i) == "main_gutter") {
			main_gutter = i;
			continue;
		}
		if (get_gutter_name(i) == "line_numbers") {
			line_number_gutter = i;
			continue;
		}
		if (get_gutter_name(i) == "fold_gutter") {
			fold_gutter = i;
			continue;
		}
	}
}
void CodeEdit::_update_delimiter_cache(int p_from_line, int p_to_line) {
	if (delimiters.size() == 0) {
		return;
	}
	int line_count = get_line_count();
	if (p_to_line == -1) {
		p_to_line = line_count;
	}
	int start_line = MIN(p_from_line, p_to_line);
	int end_line = MAX(p_from_line, p_to_line);
	
	if (start_line != end_line) {