### 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
CodeEdit *text_edit = code_editor->get_text_editor();
	Node *base = get_tree()->get_edited_scene_root();
	if (base) {
		base = _find_node_for_script(base, base, script);
	}
	ScriptLanguage::LookupResult result;
	if (ScriptServer::is_global_class(p_symbol) || p_symbol.is_resource_file() || script->get_language()->lookup_code(code_editor->get_text_editor()->get_text_for_symbol_lookup(), p_symbol, script->get_path(), base, result) == OK || (ProjectSettings::get_singleton()->has_autoload(p_symbol) && ProjectSettings::get_singleton()->get_autoload(p_symbol).is_singleton)) {
		text_edit->set_symbol_lookup_word_as_valid(true);
	} else if (p_symbol.is_relative_path()) {
		String path = _get_absolute_path(p_symbol);
		if (FileAccess::exists(path)) {
			text_edit->set_symbol_lookup_word_as_valid(true);
		} else {
			text_edit->set_symbol_lookup_word_as_valid(false);
		}
	} else {
		text_edit->set_symbol_lookup_word_as_valid(false);
	}
}
String ScriptTextEditor::_get_absolute_path(const String &rel_path) {