Repository: godot
Issue: Unknown errors during  porting 3.5 to 4
Labels: topic:network

### Godot version

v4.0.beta8.official [45cac42c0]

### System information

Debian 11

### Issue description

During my porting of my project from 3.5 to 4  I have there errors in terminal: No idea where they came from

```
(127863) 10460 I: res://auto_load/game_server.gd (37) [_on_peer_connected] =====================  1741502359 CONNECTED =======================
ERROR: Node not found: "GameServer" (relative to "/root/GameServer").
   at: get_node (scene/main/node.cpp:1359)
ERROR: Condition "node == nullptr" is true.
   at: process_simplify_path (modules/multiplayer/scene_cache_interface.cpp:77)
ERROR: Node not found: "GameServer" (relative to "/root/GameServer").
   at: get_node (scene/main/node.cpp:1359)
ERROR: Failed to get path from RPC: GameServer.
   at: _process_get_node (modules/multiplayer/scene_rpc_interface.cpp:165)
ERROR: Invalid packet received. Requested node was not found.
   at: process_rpc (modules/multiplayer/scene_rpc_interface.cpp:228)
```


### Steps to reproduce

Is not clear where the errors come from so I was not able to make a minimal reproduction project.

If is possible to point out where these errors come from it will be useful to me to debug it better.

Anyway because I used to log my steps in my code the error come after this

(game_server.gd) in autoload
``` gdscript 
func _on_peer_connected(player_id:int) -> void:
    Log.Print("=====================  " + str(player_id) + " CONNECTED =======================")
    await get_tree().create_timer(1).timeout
    PlayerVerification.start(player_id)
```

the call in  `PlayerVerification` is 
(player_verification.gd) in autoload
```gdscript
func start(player_id:int) -> void:
	Log.Print() # tut 6 at 16:20
	awaiting_verification = {player_id : {G.Timestamp : Time.get_ticks_msec()}}
	GameServer.fetch_token(player_id) # recover token from client to try to matchserver token
```
fetch_token is in game_server.gd

```gdscript
@rpc
func fetch_token(player_id:int):
    Log.Print(" Call fetch_token")
    fetch_token.rpc_id(player_id)
```
here my autoload snippet
![image](https://user-images.githubusercontent.com/13235119/208739598-59ea3474-8b36-42db-b4cc-af86942cb558.png)

EDIT:  I found out the cause of this error. Not sure if its intended or is a bug

I have two script in autoload related to network connections.
When I use in both a custom `MultiplayerAPI` I have this error
I have no error if I use just one custom `MultiplayerAPI` in one script

here how I use both in my code:
(game_server.gd) in autoload

```gdscript
var network:ENetMultiplayerPeer
var multiplayer_api:MultiplayerAPI

func start_server() -> void:
    Log.Print("Server port=" + str(Network.GAME_SERVER_PORT_NUMBER))
    # warning-ignore-all: return_value_discarded
    network = ENetMultiplayerPeer.new()
    network.peer_connected.connect(_on_peer_connected)
    network.peer_disconnected.connect(_on_peer_disconnected)
    network.create_server(Network.GAME_SERVER_PORT_NUMBER, Network.MAX_GAME_SERVER_CONNECTIONS)

    multiplayer_api = MultiplayerAPI.create_default_interface()
    get_tree().set_multiplayer(multiplayer_api, self.get_path())

    multiplayer_api.peer_connected.connect(_on_multiplayer_api_peer_connected)
    multiplayer_api.peer_disconnected.connect(_on_multiplayer_api_peer_disconnected)    
    multiplayer_api.multiplayer_peer = network
    # multiplayer.multiplayer_peer = network
```
(hub_connection.gd) in autoload

```gdscript
var network:ENetMultiplayerPeer
var multiplayer_api:MultiplayerAPI
func connect_to_hub():
  Log.Print("=====" + Network.hub_ip_address + ":" + str(Network.HUB_PORT_NUMBER) + "=====")
  network = ENetMultiplayerPeer.new()
  network.peer_connected.connect(_on_peer_connected)
  network.peer_disconnected.connect(_on_peer_disconnected)
  network.create_client(Network.hub_ip_address, Network.HUB_PORT_NUMBER)
  
  multiplayer_api = MultiplayerAPI.create_default_interface()
  get_tree().set_multiplayer(multiplayer_api, self.get_path())
  multiplayer_api.multiplayer_peer = network
```

With this configuration I have the error


Thanks.

### Minimal reproduction project

na