Unable to assign Node or NodePath variables in remote tree inspector
bugtopic:editorneeds testing
### Tested versions
- Reproducible in: v4.8.dev2.official [7220d456d], v4.7.2.rc1.official [36a04fe52], v4.6.2.stable.official [71f334935]
### System information
Godot v4.8.dev2 - Windows 10 (build 19045) - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 3060 Ti (NVIDIA; 32.0.15.8157) - AMD Ryzen 5 7600 6-Core Processor (12 threads) - 31.75 GiB memory - WASAPI (44100 Hz, Stereo/mono)
### Issue description
Trying to assign values to Node or NodePath typed exported properties in the remote tree fails.
NodePath properties receive long incorrect paths such as:
`/root/@EditorNode@19535/@Panel@14/@VBoxContainer@16/DockVSplitMain/DockHSplitMain/@VBoxContainer@38/DockVSplitCenter/@VSplitContainer@102/@VBoxContainer@103/@EditorMainScreen@161/MainScreen/@CanvasItemEditor@10158/@VSplitContainer@9917/@HSplitContainer@9919/@HSplitContainer@9921/@Control@9922/@SubViewportContainer@9923/@SubViewport@9924/Node2D/Sprite2D`
Node properties revert back to null after being assigned in remote tree inspector.
Presumably they receive the same incorrect paths and revert to null?
### Steps to reproduce
1. Run scene
2. Switch editor to remote tree view
3. Select Sprite2D in remote tree
4. Try to assign values to the exported "node" or "node_path" properties in the inspector
### Minimal reproduction project (MRP)
[remote_tree_repro.zip](https://github.com/user-attachments/files/30907515/remote_tree_repro.zip)
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