### Godot version

v4.2.dev.custom_build [0ca854232]

### System information

Pop Os 22.04 lts 12th Gen Intel® Core™ i7-12700H × 20 NVIDIA RTX A2000 8GB 32.0GB  ram

### Issue description

A node that has a script attached to it and it has a couple of child nodes (type of a child node doesn't matter). In the script you have an export variable of type Node. You save the scene into a file and you add it in level scene. When you start to duplicate that scene in the level and you'll hover over exported variable to show a node path, it will show an incorrect path. 


https://github.com/godotengine/godot/assets/33091666/75088d1b-c014-41e0-bae3-46610eccbad1



### Steps to reproduce

1. create a scene with a node and a child node.
2. attach a script to the parent node and create an export variable of type Node
3. assign child node to that exported variable through the editor
4. save the scene and create a level scene where you are going to add just saved scene.
5. _Possibly requires a reboot of the engine before seeing the bug_
6. start duplicating nodes in the level scene

### Minimal reproduction project

[NodeTest.zip](https://github.com/godotengine/godot/files/12781547/NodeTest.zip)

if (r_is_class_default) {
		*r_is_class_default = false;
	}
	if (r_is_valid) {
		*r_is_valid = false;
	}
	Ref<Script> topmost_script;
	if (const Node *node = Object::cast_to<Node>(p_object)) {
		
		const Vector<SceneState::PackState> &states_stack = p_states_stack_cache ? *p_states_stack_cache : PropertyUtils::get_node_states_stack(node, p_owner);
		for (int i = 0; i < states_stack.size(); ++i) {
			const SceneState::PackState &ia = states_stack[i];
			bool found = false;
			Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found);
			if (found) {
				if (r_is_valid) {
					*r_is_valid = true;
				}
				return value_in_ancestor;