### 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_FAIL_NULL_V(p_node, false);
	Node *p = p_node->data.parent;
	while (p) {
		if (p == this) {
			return true;
		}
		p = p->data.parent;
	}
	return false;
}
bool Node::is_greater_than(const Node *p_node) const {
	ERR_FAIL_NULL_V(p_node, false);
	ERR_FAIL_COND_V(!data.inside_tree, false);
	ERR_FAIL_COND_V(!p_node->data.inside_tree, false);
	ERR_FAIL_COND_V(data.depth < 0, false);
	ERR_FAIL_COND_V(p_node->data.depth < 0, false);
	_update_children_cache();
	int *this_stack = (int *)alloca(sizeof(int) * data.depth);
	int *that_stack = (int *)alloca(sizeof(int) * p_node->data.depth);
	const Node *n = this;
	int idx = data.depth - 1;
	while (n) {
		ERR_FAIL_INDEX_V(idx, data.depth, false);
		this_stack[idx--] = n->get_index();
		n = n->data.parent;
	}