### 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)

const String &line = get_line(p_line);
	
	for (int i = 0; i < auto_brace_completion_pairs.size(); i++) {
		const String &open_key = auto_brace_completion_pairs[i].open_key;
		if (p_col - open_key.length() < 0) {
			continue;
		}
		bool is_match = true;
		for (int j = 0; j < open_key.length(); j++) {
			if (line[(p_col - 1) - j] != open_key[(open_key.length() - 1) - j]) {
				is_match = false;
				break;
			}
		}
		if (is_match) {
			return i;
		}
	}
	return -1;
}
int CodeEdit::_get_auto_brace_pair_close_at_pos(int p_line, int p_col) {