### 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)

for (int i = 0; i < auto_brace_completion_pairs.size(); i++) {
		if (auto_brace_completion_pairs[i].open_key == p_open_key) {
			return auto_brace_completion_pairs[i].close_key;
		}
	}
	return String();
}
void CodeEdit::_update_draw_main_gutter() {
	set_gutter_draw(main_gutter, draw_breakpoints || draw_bookmarks || draw_executing_lines);
}
void CodeEdit::set_draw_breakpoints_gutter(bool p_draw) {
	draw_breakpoints = p_draw;
	set_gutter_clickable(main_gutter, p_draw);
	_update_draw_main_gutter();
}
bool CodeEdit::is_drawing_breakpoints_gutter() const {
	return draw_breakpoints;
}
void CodeEdit::set_draw_bookmarks_gutter(bool p_draw) {
	draw_bookmarks = p_draw;
	_update_draw_main_gutter();
}
bool CodeEdit::is_drawing_bookmarks_gutter() const {
	return draw_bookmarks;
}
void CodeEdit::set_draw_executing_lines_gutter(bool p_draw) {
	draw_executing_lines = p_draw;
	_update_draw_main_gutter();
}
bool CodeEdit::is_drawing_executing_lines_gutter() const {