### 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)

#ifdef TOOLS_ENABLED
	data.import_path = p_import_path;
#endif
}
NodePath Node::get_import_path() const {
#ifdef TOOLS_ENABLED
	return data.import_path;
#else
	return NodePath();
#endif
}
static void _add_nodes_to_options(const Node *p_base, const Node *p_node, List<String> *r_options) {
	if (p_node != p_base && !p_node->get_owner()) {
		return;
	}
	String n = p_base->get_path_to(p_node);
	r_options->push_back(n.quote());
	for (int i = 0; i < p_node->get_child_count(); i++) {
		_add_nodes_to_options(p_base, p_node->get_child(i), r_options);
	}
}
void Node::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {