### 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)

ERR_FAIL_INDEX(p_line, get_line_count());
	if (!is_line_folding_enabled() || !can_fold_line(p_line)) {
		return;
	}
	
	const int line_count = get_line_count() - 1;
	int end_line = line_count;
	int in_comment = is_in_comment(p_line);
	int in_string = (in_comment == -1) ? is_in_string(p_line) : -1;
	if (in_string != -1 || in_comment != -1) {
		end_line = get_delimiter_end_position(p_line, get_line(p_line).size() - 1).y;
		
		if (end_line == p_line) {
			for (int i = p_line + 1; i <= line_count; i++) {
				if ((in_string != -1 && is_in_string(i) == -1) || (in_comment != -1 && is_in_comment(i) == -1)) {
					break;
				}
				end_line = i;
			}
		}
	} else {
		int start_indent = get_indent_level(p_line);
		for (int i = p_line + 1; i <= line_count; i++) {
			if (get_line(i).strip_edges().size() == 0) {
				continue;
			}
			if (get_indent_level(i) > start_indent) {
				end_line = i;
				continue;