### 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_THREAD_GUARD_V(nullptr);
	Node *dupe = _duplicate(p_flags);
	if (dupe && (p_flags & DUPLICATE_SIGNALS)) {
		_duplicate_signals(this, dupe);
	}
	return dupe;
}
#ifdef TOOLS_ENABLED
Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap) const {
	return duplicate_from_editor(r_duplimap, HashMap<Ref<Resource>, Ref<Resource>>());
}
Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const {
	Node *dupe = _duplicate(DUPLICATE_SIGNALS | DUPLICATE_GROUPS | DUPLICATE_SCRIPTS | DUPLICATE_USE_INSTANTIATION | DUPLICATE_FROM_EDITOR, &r_duplimap);
	// This is used by SceneTreeDock's paste functionality. When pasting to foreign scene, resources are duplicated.
	if (!p_resource_remap.is_empty()) {
		remap_node_resources(dupe, p_resource_remap);
	}
	// Duplication of signals must happen after all the node descendants have been copied,
	// because re-targeting of connections from some descendant to another is not possible
	// if the emitter node comes later in tree order than the receiver
	_duplicate_signals(this, dupe);
	return dupe;
}
void Node::remap_node_resources(Node *p_node, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const {