### 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)

if ((this != p_original) && !(p_original->is_ancestor_of(this))) {
		return;
	}
	List<const Node *> process_list;
	process_list.push_back(this);
	while (!process_list.is_empty()) {
		const Node *n = process_list.front()->get();
		process_list.pop_front();
		List<Connection> conns;
		n->get_all_signal_connections(&conns);
		for (const Connection &E : conns) {
			if (E.flags & CONNECT_PERSIST) {
				//user connected
				NodePath p = p_original->get_path_to(n);
				Node *copy = p_copy->get_node(p);
				Node *target = Object::cast_to<Node>(E.callable.get_object());
				if (!target) {
					continue;
				}
				NodePath ptarget = p_original->get_path_to(target);
				Node *copytarget = target;
				// Attempt to find a path to the duplicate target, if it seems it's not part
				// of the duplicated and not yet parented hierarchy then at least try to connect
				// to the same target as the original
				if (p_copy->has_node(ptarget)) {