### Godot version

4.1.3 stable.arch_linux

### System information

Artix Linux Godot v4.1.3 stable.arch_linux

### Issue description

The Node selection window in "Create Emission Points From Node" doesn't filter out Node3D Nodes. 
![2023-11-14T16:00:12,622759893+01:00](https://github.com/godotengine/godot/assets/92468390/9b3e2a28-21c6-4447-9c22-579968cc41fd)
Trying to select any non Node3D instance gives an error message ""{NodeType}" doesn't inherit from Node3D".

### Steps to reproduce

1. Create a 3D particle emitter
2. Create a non Node3D Node
3. Click on the "Create Emission Points From Node" option over the viewport.
4. The non Node3D Node appears to be selectable when it shouldn't

### Minimal reproduction project

N/A
ur->add_undo_method(node, "set_visibility_aabb", node->get_visibility_aabb());
	ur->commit_action();
}
void GPUParticles3DEditor::edit(GPUParticles3D *p_particles) {
	base_node = p_particles;
	node = p_particles;
}
void GPUParticles3DEditor::_generate_emission_points() {
	
	Vector<Vector3> points;
	Vector<Vector3> normals;
	if (!_generate(points, normals)) {
		return;
	}
	int point_count = points.size();
	int w = 2048;
	int h = (point_count / 2048) + 1;
	Vector<uint8_t> point_img;
	point_img.resize(w * h * 3 * sizeof(float));
	{
		uint8_t *iw = point_img.ptrw();
		memset(iw, 0, w * h * 3 * sizeof(float));
		const Vector3 *r = points.ptr();
		float *wf = reinterpret_cast<float *>(iw);
		for (int i = 0; i < point_count; i++) {
			wf[i * 3 + 0] = r[i].x;
			wf[i * 3 + 1] = r[i].y;
			wf[i * 3 + 2] = r[i].z;
		}
	}