### 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)

break;
		}
		region = E.value;
	}
	
	if (region != -1 && end_position.x != -1 && (delimiters[region].line_only || end_position.x != get_line(p_line).length() + 1)) {
		end_position.y = p_line;
		return end_position;
	}
	
	if (region == -1) {
		end_position.x = -1;
		return end_position;
	}
	
	for (int i = p_line + 1; i < get_line_count(); i++) {
		if (delimiter_cache[i].size() < 1 || delimiter_cache[i].front()->value() != -1) {
			continue;
		}
		end_position.x = delimiter_cache[i].front()->key();
		
		if (get_line(i).length() > 0 && end_position.x != get_line(i).length() + 1) {
			end_position.y = i;
			break;
		}
		end_position.x = -1;
	}
	return end_position;
}
void CodeEdit::set_code_hint(const String &p_hint) {