### 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)

}
	}
	Delimiter delimiter;
	delimiter.type = p_type;
	delimiter.start_key = p_start_key;
	delimiter.end_key = p_end_key;
	delimiter.line_only = p_line_only || p_end_key.is_empty();
	delimiters.insert(at, delimiter);
	if (!setting_delimiters) {
		delimiter_cache.clear();
		_update_delimiter_cache();
	}
}
void CodeEdit::_remove_delimiter(const String &p_start_key, DelimiterType p_type) {
	for (int i = 0; i < delimiters.size(); i++) {
		if (delimiters[i].start_key != p_start_key) {
			continue;
		}
		if (delimiters[i].type != p_type) {
			break;
		}
		delimiters.remove_at(i);
		if (!setting_delimiters) {
			delimiter_cache.clear();
			_update_delimiter_cache();
		}
		break;
	}
}
bool CodeEdit::_has_delimiter(const String &p_start_key, DelimiterType p_type) const {