### 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);
	if (!has_node(p_path)) {
		return false;
	}
	Ref<Resource> res;
	Vector<StringName> leftover_path;
	Node *node = get_node_and_resource(p_path, res, leftover_path, false);
	return node;
}
Array Node::_get_node_and_resource(const NodePath &p_path) {
	Ref<Resource> res;
	Vector<StringName> leftover_path;
	Node *node = get_node_and_resource(p_path, res, leftover_path, false);
	Array result;
	if (node) {
		result.push_back(node);
	} else {
		result.push_back(Variant());
	}
	if (res.is_valid()) {
		result.push_back(res);
	} else {
		result.push_back(Variant());
	}
	result.push_back(NodePath(Vector<StringName>(), leftover_path, false));
	return result;
}
Node *Node::get_node_and_resource(const NodePath &p_path, Ref<Resource> &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property) const {