According to the docs of Node:
Node get_node ( NodePath path ) const
Fetches a node. The NodePath can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, null is returned and an error is logged. Attempts to access methods on the return value will result in an "Attempt to call <method> on a null instance." error.
Note: Fetching absolute paths only works when the node is inside the scene tree (see is_inside_tree).
And NodePath docs:
Some examples of NodePaths include the following:
# No leading slash means it is relative to the current node.
^"A" # Immediate child A
^"A/B" # A's child B
^"." # The current node.
^".." # The parent node.
^"../C" # A sibling node C.
# A leading slash means it is absolute from the SceneTree.
^"/root" # Equivalent to get_tree().get_root().
^"/root/Main" # If your main scene's root node were named "Main".
^"/root/MyAutoload" # If you have an autoloaded node or scene.
I'm gonna wild guess that the error is thrown when you run the main scene but not when you run this specific scene.
I believe the node path should be "/root/Node2D/Mainmenu/destination1", but this will only work if the Mainmenu scene is a child of Node2D AND your Node2D is actually the main scene.
The catch is, the Mainmenu scene will not work alone, and if it has a different parent it won't behave properly.
I advice you use relative paths, something like "../destination1" as the transition and destination1 are siblings, and will work no matter what the parent of Mainmenu is.
Just beware of changing where the destination node is.
And I think it is the Mainmenu's responsibilty to move its transition sprite child to the destination, or at least tell the transition to move to the destination via a function.
Edit: Note: the previous quotes are from Godot 4.0.3 docs, but I believe the same applies to the Godot 3.x version you are using, if I inferred correctly from the screenshot and the Sprite class.