### 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)

return symbol_lookup_on_click_enabled;
}
String CodeEdit::get_text_for_symbol_lookup() {
	Point2i mp = get_local_mouse_pos();
	Point2i pos = get_line_column_at_pos(mp, false);
	int line = pos.y;
	int col = pos.x;
	if (line == -1) {
		return String();
	}
	StringBuilder lookup_text;
	const int text_size = get_line_count();
	for (int i = 0; i < text_size; i++) {
		String line_text = get_line(i);
		if (i == line) {
			lookup_text += line_text.substr(0, col);
			
			lookup_text += String::chr(0xFFFF);
			lookup_text += line_text.substr(col, line_text.size());
		} else {
			lookup_text += line_text;
		}
		if (i != text_size - 1) {
			lookup_text += "\n";
		}
	}
	return lookup_text.as_string();
}
void CodeEdit::set_symbol_lookup_word_as_valid(bool p_valid) {