### Godot version

v4.0.beta14.mono.official [28a24639c]

### System information

Windows 10

### Issue description

The C# implementation of NodePath == operator seems to only check identity.
Comparing two equal NodePath instances returns false.
GDScript allows comparison and I expected the same behavior in C#.

### Steps to reproduce

Create two NodePath instances with the same value and compare them.
See minimal reproduction project.

### Minimal reproduction project

[godot_dotnet_nodepath_eq.zip](https://github.com/godotengine/godot/files/10512940/godot_dotnet_nodepath_eq.zip)

(void *)godotsharp_convert,
	(void *)godotsharp_hash,
	(void *)godotsharp_instance_from_id,
	(void *)godotsharp_print,
	(void *)godotsharp_print_rich,
	(void *)godotsharp_printerr,
	(void *)godotsharp_printraw,
	(void *)godotsharp_prints,
	(void *)godotsharp_printt,
	(void *)godotsharp_randf,
	(void *)godotsharp_randi,
	(void *)godotsharp_randomize,
	(void *)godotsharp_randf_range,
	(void *)godotsharp_randfn,
	(void *)godotsharp_randi_range,
	(void *)godotsharp_rand_from_seed,
	(void *)godotsharp_seed,
	(void *)godotsharp_weakref,
	(void *)godotsharp_str_to_var,
	(void *)godotsharp_var_to_bytes,
	(void *)godotsharp_var_to_str,
	(void *)godotsharp_pusherror,
	(void *)godotsharp_pushwarning,
	(void *)godotsharp_object_to_string,
};
const void **godotsharp::get_runtime_interop_funcs(int32_t &r_size) {
	r_size = sizeof(unmanaged_callbacks);
	return unmanaged_callbacks;
}