### 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)

p_self->~PackedInt64Array();
}
void godotsharp_packed_float32_array_destroy(PackedFloat32Array *p_self) {
	p_self->~PackedFloat32Array();
}
void godotsharp_packed_float64_array_destroy(PackedFloat64Array *p_self) {
	p_self->~PackedFloat64Array();
}
void godotsharp_packed_string_array_destroy(PackedStringArray *p_self) {
	p_self->~PackedStringArray();
}
void godotsharp_packed_vector2_array_destroy(PackedVector2Array *p_self) {
	p_self->~PackedVector2Array();
}
void godotsharp_packed_vector3_array_destroy(PackedVector3Array *p_self) {
	p_self->~PackedVector3Array();
}
void godotsharp_packed_color_array_destroy(PackedColorArray *p_self) {
	p_self->~PackedColorArray();
}
void godotsharp_variant_destroy(Variant *p_self) {
	p_self->~Variant();
}
void godotsharp_string_destroy(String *p_self) {
	p_self->~String();
}
void godotsharp_string_name_destroy(StringName *p_self) {
	p_self->~StringName();
}
void godotsharp_node_path_destroy(NodePath *p_self) {