### 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)

#include "property_utils.h"
#include "core/config/engine.h"
#include "core/object/script_language.h"
#include "core/templates/local_vector.h"
#include "scene/resources/packed_scene.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_node.h"
#endif 
bool PropertyUtils::is_property_value_different(const Variant &p_a, const Variant &p_b) {
	if (p_a.get_type() == Variant::FLOAT && p_b.get_type() == Variant::FLOAT) {
		
		return !Math::is_equal_approx((float)p_a, (float)p_b);
	} else {
		
		const Variant &a = p_a.get_type() == Variant::OBJECT && (Object *)p_a == nullptr ? Variant() : p_a;
		const Variant &b = p_b.get_type() == Variant::OBJECT && (Object *)p_b == nullptr ? Variant() : p_b;
		return a != b;
	}
}
Variant PropertyUtils::get_property_default_value(const Object *p_object, const StringName &p_property, bool *r_is_valid, const Vector<SceneState::PackState> *p_states_stack_cache, bool p_update_exports, const Node *p_owner, bool *r_is_class_default) {