### 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)

emit_signal(SNAME("symbol_validate"), symbol_lookup_new_word);
				}
			} else {
				set_symbol_lookup_word_as_valid(false);
			}
		}
		return;
	}
	
	if (!k->is_pressed() || k->get_keycode() == Key::CTRL || k->get_keycode() == Key::ALT || k->get_keycode() == Key::SHIFT || k->get_keycode() == Key::META) {
		return;
	}
	
	
	bool allow_unicode_handling = !(k->is_command_or_control_pressed() || k->is_ctrl_pressed() || k->is_alt_pressed() || k->is_meta_pressed());
	
	if (code_completion_enabled && k->is_action("ui_text_completion_query", true)) {
		request_code_completion(true);
		accept_event();
		return;
	}
	if (code_completion_active) {
		if (k->is_action("ui_up", true)) {
			if (code_completion_current_selected > 0) {
				code_completion_current_selected--;
			} else {
				code_completion_current_selected = code_completion_options.size() - 1;
			}
			code_completion_force_item_center = -1;
			queue_redraw();