### 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)

BIND_ENUM_CONSTANT(PROCESS_THREAD_GROUP_SUB_THREAD);
	BIND_BITFIELD_FLAG(FLAG_PROCESS_THREAD_MESSAGES);
	BIND_BITFIELD_FLAG(FLAG_PROCESS_THREAD_MESSAGES_PHYSICS);
	BIND_BITFIELD_FLAG(FLAG_PROCESS_THREAD_MESSAGES_ALL);
	BIND_ENUM_CONSTANT(DUPLICATE_SIGNALS);
	BIND_ENUM_CONSTANT(DUPLICATE_GROUPS);
	BIND_ENUM_CONSTANT(DUPLICATE_SCRIPTS);
	BIND_ENUM_CONSTANT(DUPLICATE_USE_INSTANTIATION);
	BIND_ENUM_CONSTANT(INTERNAL_MODE_DISABLED);
	BIND_ENUM_CONSTANT(INTERNAL_MODE_FRONT);
	BIND_ENUM_CONSTANT(INTERNAL_MODE_BACK);
	ADD_SIGNAL(MethodInfo("ready"));
	ADD_SIGNAL(MethodInfo("renamed"));
	ADD_SIGNAL(MethodInfo("tree_entered"));
	ADD_SIGNAL(MethodInfo("tree_exiting"));
	ADD_SIGNAL(MethodInfo("tree_exited"));
	ADD_SIGNAL(MethodInfo("child_entered_tree", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT, "Node")));
	ADD_SIGNAL(MethodInfo("child_exiting_tree", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT, "Node")));
	ADD_SIGNAL(MethodInfo("child_order_changed"));
	ADD_SIGNAL(MethodInfo("replacing_by", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT, "Node")));
	ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_name", "get_name");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "unique_name_in_owner", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_unique_name_in_owner", "is_unique_name_in_owner");
	ADD_PROPERTY(PropertyInfo(Variant::STRING, "scene_file_path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_scene_file_path", "get_scene_file_path");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "owner", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_owner", "get_owner");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", PROPERTY_USAGE_NONE), "", "get_multiplayer");
	ADD_GROUP("Process", "process_");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Inherit,Pausable,When Paused,Always,Disabled"), "set_process_mode", "get_process_mode");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "process_priority"), "set_process_priority", "get_process_priority");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "process_physics_priority"), "set_physics_process_priority", "get_physics_process_priority");
	ADD_SUBGROUP("Thread Group", "process_thread");