### Godot version

4.1.2

### System information

Windows 10 - Godot v4.1.2 - Forward+

### Issue description

You can't drag and drop nodes that are in a scene, but editable as editable children cannot be dragged and dropped into the assign boxes created by "@export var".

### Steps to reproduce

create a "new scene" and add a new sub node.
go back into the main scene and add that "new scene "to it
then create a new node in the main scene and attatch a script.
in the script write @export var x: Node (or whatever type of node it was)
then select editable children on the "new scene"
try and drag and drop the sub node in the "main scene" into the assign box
it doesn't work
however clicking assign and selecting the sub-node does work

### Minimal reproduction project

[sdfdsf.zip](https://github.com/godotengine/godot/files/13198455/sdfdsf.zip)

bool _update_filter(TreeItem *p_parent = nullptr, bool p_scroll_to_selected = false);
	bool _item_matches_all_terms(TreeItem *p_item, PackedStringArray p_terms);
	void _tree_changed();
	void _tree_process_mode_changed();
	void _node_removed(Node *p_node);
	void _node_renamed(Node *p_node);
	TreeItem *_find(TreeItem *p_node, const NodePath &p_path);
	void _notification(int p_what);
	void _selected_changed();
	void _deselect_items();
	void _rename_node(Node *p_node, const String &p_name);
	void _cell_collapsed(Object *p_obj);
	uint64_t last_hash;
	bool can_rename;
	bool can_open_instance;
	bool updating_tree = false;
	bool show_enabled_subscene = false;
	bool is_scene_tree_dock = false;
	void _renamed();
	HashSet<Node *> marked;
	bool marked_selectable = false;
	bool marked_children_selectable = false;
	bool display_foreign = false;
	bool tree_dirty = true;
	bool pending_test_update = false;
	static void _bind_methods();
	void _cell_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
	void _toggle_visible(Node *p_node);
	void _cell_multi_selected(Object *p_object, int p_cell, bool p_selected);
	void _update_selection(TreeItem *item);