### 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 (p_type.is_empty() || cptr[i]->is_class(p_type)) {
				ret.append(cptr[i]);
			} else if (cptr[i]->get_script_instance()) {
				Ref<Script> scr = cptr[i]->get_script_instance()->get_script();
				while (scr.is_valid()) {
					if ((ScriptServer::is_global_class(p_type) && ScriptServer::get_global_class_path(p_type) == scr->get_path()) || p_type == scr->get_path()) {
						ret.append(cptr[i]);
						break;
					}
					scr = scr->get_base_script();
				}
			}
		}
		if (p_recursive) {
			ret.append_array(cptr[i]->find_children(p_pattern, p_type, true, p_owned));
		}
	}
	return ret;
}
void Node::reparent(Node *p_parent, bool p_keep_global_transform) {
	ERR_THREAD_GUARD
	ERR_FAIL_NULL(p_parent);
	ERR_FAIL_NULL_MSG(data.parent, "Node needs a parent to be reparented.");
	if (p_parent == data.parent) {
		return;
	}
	data.parent->remove_child(this);
	p_parent->add_child(this);
}
Node *Node::get_parent() const {