### 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)

void _node_script_changed(Node *p_node);
	void _node_visibility_changed(Node *p_node);
	void _update_visibility_color(Node *p_node, TreeItem *p_item);
	void _set_item_custom_color(TreeItem *p_item, Color p_color);
	void _selection_changed();
	Node *get_scene_node();
	Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
	bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
	void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
	void _empty_clicked(const Vector2 &p_pos, MouseButton p_button);
	void _rmb_select(const Vector2 &p_pos, MouseButton p_button = MouseButton::RIGHT);
	void _warning_changed(Node *p_for_node);
	Timer *update_timer = nullptr;
	List<StringName> *script_types;
	bool _is_script_type(const StringName &p_type) const;
	Vector<StringName> valid_types;
public:
	
	void _update_tree(bool p_scroll_to_selected = false);
	void set_filter(const String &p_filter);
	String get_filter() const;
	String get_filter_term_warning();
	void set_show_all_nodes(bool p_show_all_nodes);
	void set_as_scene_tree_dock();
	void set_display_foreign_nodes(bool p_display);
	void set_marked(const HashSet<Node *> &p_marked, bool p_selectable = false, bool p_children_selectable = true);
	void set_marked(Node *p_marked, bool p_selectable = false, bool p_children_selectable = true);
	void set_selected(Node *p_node, bool p_emit_selected = true);
	Node *get_selected();
	void set_can_rename(bool p_can_rename) { can_rename = p_can_rename; }