### 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)

}
	}
	for (List<const Node *>::Element *N = node_tree.front(); N; N = N->next()) {
		Node *current_node = node->get_node(get_path_to(N->get()));
		ERR_CONTINUE(!current_node);
		if (p_flags & DUPLICATE_SCRIPTS) {
			bool is_valid = false;
			Variant scr = N->get()->get(script_property_name, &is_valid);
			if (is_valid) {
				current_node->set(script_property_name, scr);
			}
		}
		List<PropertyInfo> plist;
		N->get()->get_property_list(&plist);
		for (const PropertyInfo &E : plist) {
			if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
				continue;
			}
			String name = E.name;
			if (name == script_property_name) {
				continue;
			}
			Variant value = N->get()->get(name).duplicate(true);
			if (E.usage & PROPERTY_USAGE_ALWAYS_DUPLICATE) {
				Resource *res = Object::cast_to<Resource>(value);
				if (res) { // Duplicate only if it's a resource
					current_node->set(name, res->duplicate());
				}
			} else {
				current_node->set(name, value);