### 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)

List<PropertyInfo> props;
	p_resource->get_property_list(&props);
	for (const PropertyInfo &E : props) {
		if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
			continue;
		}
		Variant v = p_resource->get(E.name);
		if (v.is_ref_counted()) {
			Ref<Resource> res = v;
			if (res.is_valid()) {
				if (p_resource_remap.has(res)) {
					p_resource->set(E.name, p_resource_remap[res]);
					remap_nested_resources(res, p_resource_remap);
				}
			}
		}
	}
}
#endif
// Duplication of signals must happen after all the node descendants have been copied,
// because re-targeting of connections from some descendant to another is not possible
// if the emitter node comes later in tree order than the receiver
void Node::_duplicate_signals(const Node *p_original, Node *p_copy) const {