### 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)

TypedArray<String> prefixes;
	for (const char32_t &E : auto_indent_prefixes) {
		prefixes.push_back(String::chr(E));
	}
	return prefixes;
}
void CodeEdit::do_indent() {
	if (!is_editable()) {
		return;
	}
	if (has_selection()) {
		indent_lines();
		return;
	}
	if (!indent_using_spaces) {
		insert_text_at_caret("\t");
		return;
	}
	begin_complex_operation();
	Vector<int> caret_edit_order = get_caret_index_edit_order();
	for (const int &i : caret_edit_order) {
		int spaces_to_add = _calculate_spaces_till_next_right_indent(get_caret_column(i));
		if (spaces_to_add > 0) {
			insert_text_at_caret(String(" ").repeat(spaces_to_add), i);
		}
	}
	end_complex_operation();
}
void CodeEdit::indent_lines() {