### 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)

line_folding_enabled = p_enabled;
	_set_hiding_enabled(p_enabled);
}
bool CodeEdit::is_line_folding_enabled() const {
	return line_folding_enabled;
}
bool CodeEdit::can_fold_line(int p_line) const {
	ERR_FAIL_INDEX_V(p_line, get_line_count(), false);
	if (!line_folding_enabled) {
		return false;
	}
	if (p_line + 1 >= get_line_count() || get_line(p_line).strip_edges().size() == 0) {
		return false;
	}
	if (_is_line_hidden(p_line) || is_line_folded(p_line)) {
		return false;
	}
	
	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) {
		if (get_delimiter_start_position(p_line, get_line(p_line).size() - 1).y != p_line) {
			return false;