### 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
	ERR_FAIL_NULL(p_node);
	ERR_FAIL_COND(p_node->data.parent);
	List<Node *> owned = data.owned;
	List<Node *> owned_by_owner;
	Node *owner = (data.owner == this) ? p_node : data.owner;
	if (p_keep_groups) {
		List<GroupInfo> groups;
		get_groups(&groups);
		for (const GroupInfo &E : groups) {
			p_node->add_to_group(E.name, E.persistent);
		}
	}
	_replace_connections_target(p_node);
	if (data.owner) {
		for (int i = 0; i < get_child_count(); i++) {
			find_owned_by(data.owner, get_child(i), &owned_by_owner);
		}
		_clean_up_owner();
	}
	Node *parent = data.parent;
	int index_in_parent = get_index();
	if (data.parent) {
		parent->remove_child(this);
		parent->add_child(p_node);
		parent->move_child(p_node, index_in_parent);
	}
	emit_signal(SNAME("replacing_by"), p_node);