### 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)

#ifdef DEBUG_ENABLED
	// Make sure it's empty.
	_print_orphan_nodes_map.clear();
	// Collect and print information about orphan nodes.
	ObjectDB::debug_objects(_print_orphan_nodes_routine);
	for (const KeyValue<ObjectID, List<String>> &E : _print_orphan_nodes_map) {
		print_line(itos(E.key) + " - Stray Node: " + E.value[0] + " (Type: " + E.value[1] + ")");
	}
	// Flush it after use.
	_print_orphan_nodes_map.clear();
#endif
}
void Node::queue_free() {
	// There are users which instantiate multiple scene trees for their games.
	// Use the node's own tree to handle its deletion when relevant.
	if (is_inside_tree()) {
		get_tree()->queue_delete(this);
	} else {
		SceneTree *tree = SceneTree::get_singleton();
		ERR_FAIL_NULL_MSG(tree, "Can't queue free a node when no SceneTree is available.");
		tree->queue_delete(this);
	}
}
void Node::set_import_path(const NodePath &p_import_path) {