### 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)

while (get_child_count()) {
		Node *child = get_child(0);
		remove_child(child);
		if (!child->is_owned_by_parent()) {
			// add the custom children to the p_node
			p_node->add_child(child);
		}
	}
	p_node->set_owner(owner);
	for (int i = 0; i < owned.size(); i++) {
		owned[i]->set_owner(p_node);
	}
	for (int i = 0; i < owned_by_owner.size(); i++) {
		owned_by_owner[i]->set_owner(owner);
	}
	p_node->set_scene_file_path(get_scene_file_path());
}
void Node::_replace_connections_target(Node *p_new_target) {
	List<Connection> cl;
	get_signals_connected_to_this(&cl);
	for (const Connection &c : cl) {
		if (c.flags & CONNECT_PERSIST) {
			c.signal.get_object()->disconnect(c.signal.get_name(), Callable(this, c.callable.get_method()));
			bool valid = p_new_target->has_method(c.callable.get_method()) || Ref<Script>(p_new_target->get_script()).is_null() || Ref<Script>(p_new_target->get_script())->has_method(c.callable.get_method());
			ERR_CONTINUE_MSG(!valid, vformat("Attempt to connect signal '%s.%s' to nonexistent method '%s.%s'.", c.signal.get_object()->get_class(), c.signal.get_name(), c.callable.get_object()->get_class(), c.callable.get_method()));
			c.signal.get_object()->connect(c.signal.get_name(), Callable(p_new_target, c.callable.get_method()), c.flags);
		}
	}
}
bool Node::has_node_and_resource(const NodePath &p_path) const {