### 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)

}
			}
		} break;
	}
}
void CodeEdit::gui_input(const Ref<InputEvent> &p_gui_input) {
	Ref<InputEventMouseButton> mb = p_gui_input;
	if (mb.is_valid()) {
		
		if (has_ime_text()) {
			return;
		}
		if (is_code_completion_scroll_pressed && mb->get_button_index() == MouseButton::LEFT) {
			is_code_completion_scroll_pressed = false;
			queue_redraw();
			return;
		}
		if (code_completion_active && code_completion_rect.has_point(mb->get_position())) {
			if (!mb->is_pressed()) {
				return;
			}
			switch (mb->get_button_index()) {
				case MouseButton::WHEEL_UP: {
					if (code_completion_current_selected > 0) {
						code_completion_current_selected--;
						code_completion_force_item_center = -1;
						queue_redraw();
					}
				} break;
				case MouseButton::WHEEL_DOWN: {