### Godot version

4.0beta14

### System information

windows 10, gles 3, nvidia graphics

### Issue description

on beta 14, you cannot drag anymore a node from the scene tree to the script editor to get the node path or the ```@onready``` var snippet

### Steps to reproduce

Using beta 14, try to drag a node from the tree inside the script editor and see the arrow cursor turn into a circular white and red stop sign icon.

Note that this happens even if the script belongs to the currently opened scene.

### Minimal reproduction project

N/A
if (!bool(EDITOR_GET("text_editor/external/use_external_editor"))) {
		return;
	}
	ERR_FAIL_COND(!get_tree());
	HashSet<Ref<Script>> scripts;
	Node *base = get_tree()->get_edited_scene_root();
	if (base) {
		_find_changed_scripts_for_external_editor(base, base, scripts);
	}
	for (const Ref<Script> &E : scripts) {
		Ref<Script> scr = E;
		if (p_for_script.is_valid() && p_for_script != scr) {
			continue;
		}
		if (scr->is_built_in()) {
			continue; 
		}
		uint64_t last_date = scr->get_last_modified_time();
		uint64_t date = FileAccess::get_modified_time(scr->get_path());
		if (last_date != date) {
			Ref<Script> rel_scr = ResourceLoader::load(scr->get_path(), scr->get_class(), ResourceFormatLoader::CACHE_MODE_IGNORE);
			ERR_CONTINUE(!rel_scr.is_valid());
			scr->set_source_code(rel_scr->get_source_code());
			scr->set_last_modified_time(rel_scr->get_last_modified_time());
			scr->update_exports();
			_trigger_live_script_reload();
		}
	}
}
void ScriptTextEditor::_code_complete_scripts(void *p_ud, const String &p_code, List<ScriptLanguage::CodeCompletionOption> *r_options, bool &r_force) {