### 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)

String ins = "\n";
		
		int space_count = 0;
		int line_col = 0;
		for (; line_col < cc; line_col++) {
			if (line[line_col] == '\t') {
				ins += indent_text;
				space_count = 0;
				continue;
			}
			if (line[line_col] == ' ') {
				space_count++;
				if (space_count == indent_size) {
					ins += indent_text;
					space_count = 0;
				}
				continue;
			}
			break;
		}
		if (is_line_folded(cl)) {
			unfold_line(cl);
		}
		
		
		
		bool brace_indent = false;
		if (auto_indent && !p_above && cc > 0 && is_in_comment(cl) == -1) {
			bool should_indent = false;
			char32_t indent_char = ' ';