### 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)

TypedArray<String> prefixes;
	for (const char32_t &E : code_completion_prefixes) {
		prefixes.push_back(String::chr(E));
	}
	return prefixes;
}
String CodeEdit::get_text_for_code_completion() const {
	StringBuilder completion_text;
	const int text_size = get_line_count();
	for (int i = 0; i < text_size; i++) {
		String line = get_line(i);
		if (i == get_caret_line()) {
			completion_text += line.substr(0, get_caret_column());
			
			completion_text += String::chr(0xFFFF);
			completion_text += line.substr(get_caret_column(), line.size());
		} else {
			completion_text += line;
		}
		if (i != text_size - 1) {
			completion_text += "\n";
		}
	}
	return completion_text.as_string();
}
void CodeEdit::request_code_completion(bool p_force) {