### 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 (_collect_inheritance_chain(state, n->get_path_to(p_node), states_stack)) {
					if (r_instantiated_by_owner) {
						*r_instantiated_by_owner = false;
					}
				}
				break;
			} else if (!n->get_scene_file_path().is_empty()) {
				const Ref<SceneState> &state = n->get_scene_instance_state();
				_collect_inheritance_chain(state, n->get_path_to(p_node), states_stack);
			}
			n = n->get_owner();
		}
	}
	
	
	Vector<SceneState::PackState> states_stack_ret;
	{
		states_stack_ret.resize(states_stack.size());
		_FastPackState *ps = states_stack.ptr();
		if (states_stack.size() > 0) {
			for (int i = states_stack.size() - 1; i >= 0; --i) {
				states_stack_ret.write[i].state.reference_ptr(ps->state);
				states_stack_ret.write[i].node = ps->node;
				++ps;
			}
		}
	}
	return states_stack_ret;
}