### Godot version

4.0beta14

### System information

windows 10, gles 3, nvidia graphics

### Issue description

on beta 14, you cannot drag anymore a node from the scene tree to the script editor to get the node path or the ```@onready``` var snippet

### Steps to reproduce

Using beta 14, try to drag a node from the tree inside the script editor and see the arrow cursor turn into a circular white and red stop sign icon.

Note that this happens even if the script belongs to the currently opened scene.

### Minimal reproduction project

N/A
method->set_text(p_method);
	tree->clear();
	TreeItem *root = tree->create_item();
	for (int i = 0; i < p_nodes.size(); i++) {
		List<Connection> all_connections;
		p_nodes[i]->get_signals_connected_to_this(&all_connections);
		for (const Connection &connection : all_connections) {
			if (connection.callable.get_method() != p_method) {
				continue;
			}
			TreeItem *node_item = tree->create_item(root);
			node_item->set_text(0, Object::cast_to<Node>(connection.signal.get_object())->get_name());
			node_item->set_icon(0, EditorNode::get_singleton()->get_object_icon(connection.signal.get_object(), "Node"));
			node_item->set_selectable(0, false);
			node_item->set_editable(0, false);
			node_item->set_text(1, connection.signal.get_name());
			Control *p = Object::cast_to<Control>(get_parent());
			node_item->set_icon(1, p->get_theme_icon(SNAME("Slot"), SNAME("EditorIcons")));
			node_item->set_selectable(1, false);
			node_item->set_editable(1, false);
			node_item->set_text(2, Object::cast_to<Node>(connection.callable.get_object())->get_name());
			node_item->set_icon(2, EditorNode::get_singleton()->get_object_icon(connection.callable.get_object(), "Node"));
			node_item->set_selectable(2, false);
			node_item->set_editable(2, false);
		}
	}
	popup_centered(Size2(600, 300) * EDSCALE);
}
ConnectionInfoDialog::ConnectionInfoDialog() {