### 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)

if (!(Engine::get_singleton()->is_editor_hint() && p_start_key == "null")) {
		ERR_FAIL_COND_MSG(p_start_key.is_empty(), "delimiter start key cannot be empty");
		for (int i = 0; i < p_start_key.length(); i++) {
			ERR_FAIL_COND_MSG(!is_symbol(p_start_key[i]), "delimiter must start with a symbol");
		}
	}
	if (p_end_key.length() > 0) {
		for (int i = 0; i < p_end_key.length(); i++) {
			ERR_FAIL_COND_MSG(!is_symbol(p_end_key[i]), "delimiter must end with a symbol");
		}
	}
	int at = 0;
	for (int i = 0; i < delimiters.size(); i++) {
		ERR_FAIL_COND_MSG(delimiters[i].start_key == p_start_key, "delimiter with start key '" + p_start_key + "' already exists.");
		if (p_start_key.length() < delimiters[i].start_key.length()) {
			at++;