### Godot version

4.1.3 stable.arch_linux

### System information

Artix Linux Godot v4.1.3 stable.arch_linux

### Issue description

The Node selection window in "Create Emission Points From Node" doesn't filter out Node3D Nodes. 
![2023-11-14T16:00:12,622759893+01:00](https://github.com/godotengine/godot/assets/92468390/9b3e2a28-21c6-4447-9c22-579968cc41fd)
Trying to select any non Node3D instance gives an error message ""{NodeType}" doesn't inherit from Node3D".

### Steps to reproduce

1. Create a 3D particle emitter
2. Create a non Node3D Node
3. Click on the "Create Emission Points From Node" option over the viewport.
4. The non Node3D Node appears to be selectable when it shouldn't

### Minimal reproduction project

N/A
Ref<Image> image = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img));
	Ref<ImageTexture> tex = ImageTexture::create_from_image(image);
	Ref<ParticleProcessMaterial> mat = node->get_process_material();
	ERR_FAIL_COND(mat.is_null());
	if (normals.size() > 0) {
		mat->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_DIRECTED_POINTS);
		mat->set_emission_point_count(point_count);
		mat->set_emission_point_texture(tex);
		Vector<uint8_t> point_img2;
		point_img2.resize(w * h * 3 * sizeof(float));
		{
			uint8_t *iw = point_img2.ptrw();
			memset(iw, 0, w * h * 3 * sizeof(float));
			const Vector3 *r = normals.ptr();
			float *wf = reinterpret_cast<float *>(iw);
			for (int i = 0; i < point_count; i++) {
				wf[i * 3 + 0] = r[i].x;
				wf[i * 3 + 1] = r[i].y;
				wf[i * 3 + 2] = r[i].z;
			}
		}
		Ref<Image> image2 = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img2));
		mat->set_emission_normal_texture(ImageTexture::create_from_image(image2));
	} else {
		mat->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_POINTS);
		mat->set_emission_point_count(point_count);
		mat->set_emission_point_texture(tex);
	}
}
void GPUParticles3DEditor::_bind_methods() {