### 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)

}
			} else if (sst_lower_start != -1 && *sst_lower) {
				sst_lower = &string_to_complete[0];
				sst_lower_start = -1;
			}
			
			if (*ssq_lower == *tgt_lower) {
				ssq_lower++;
				if (ssq_lower_match_len == 0) {
					ssq_lower_match_start = i;
				}
				ssq_lower_match_len++;
			} else if (ssq_lower_match_len > 0) {
				ssq_lower_matches.push_back(Pair<int, int>(ssq_lower_match_start, ssq_lower_match_len));
				ssq_lower_match_len = 0;
			}
		}
		
		if (!*ssq) { 
			option.matches.clear();
			if (sst_start == 0) { 
				option.matches.push_back(Pair<int, int>(sst_start, string_to_complete.length()));
				code_completion_options.push_back(option);
			} else if (sst_start > 0) { 
				option.matches.push_back(Pair<int, int>(sst_start, string_to_complete.length()));
				completion_options_substr.push_back(option);
			} else {
				if (ssq_match_len > 0) {
					ssq_matches.push_back(Pair<int, int>(ssq_match_start, ssq_match_len));
				}