### 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)

ERR_THREAD_GUARD_V(false);
	return data.grouped.has(p_identifier);
}
void Node::add_to_group(const StringName &p_identifier, bool p_persistent) {
	ERR_THREAD_GUARD
	ERR_FAIL_COND(!p_identifier.operator String().length());
	if (data.grouped.has(p_identifier)) {
		return;
	}
	GroupData gd;
	if (data.tree) {
		gd.group = data.tree->add_to_group(p_identifier, this);
	} else {
		gd.group = nullptr;
	}
	gd.persistent = p_persistent;
	data.grouped[p_identifier] = gd;
}
void Node::remove_from_group(const StringName &p_identifier) {
	ERR_THREAD_GUARD
	HashMap<StringName, GroupData>::Iterator E = data.grouped.find(p_identifier);
	if (!E) {
		return;
	}
	if (data.tree) {
		data.tree->remove_from_group(E->key, this);
	}
	data.grouped.remove(E);
}
TypedArray<StringName> Node::_get_groups() const {