### 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_options.size() == 0) {
		cancel_code_completion();
		return;
	}
	
	if (code_completion_options.size() == 1 && string_to_complete == code_completion_options[0].display) {
		cancel_code_completion();
		return;
	}
	code_completion_longest_line = MIN(max_width, code_completion_max_width * font_size);
	code_completion_current_selected = 0;
	code_completion_force_item_center = -1;
	code_completion_active = true;
	queue_redraw();
}
void CodeEdit::_lines_edited_from(int p_from_line, int p_to_line) {
	_update_delimiter_cache(p_from_line, p_to_line);
	if (p_from_line == p_to_line) {
		return;
	}
	lines_edited_changed += p_to_line - p_from_line;
	lines_edited_from = (lines_edited_from == -1) ? MIN(p_from_line, p_to_line) : MIN(lines_edited_from, MIN(p_from_line, p_to_line));
	lines_edited_to = (lines_edited_to == -1) ? MAX(p_from_line, p_to_line) : MAX(lines_edited_from, MAX(p_from_line, p_to_line));
}
void CodeEdit::_text_set() {
	lines_edited_from = 0;
	lines_edited_to = 9999;
	_text_changed();
}
void CodeEdit::_text_changed() {