Better later than never ... A couple of notes - 1: while this method works, it is not really "ideal". 2: You will have to do this each time you add a new control in order to get the new paths/ids for the object added.
I did test this with a published Desktop EXE and the result was as expected.

When you add a control (ex. ColorPicker) to your scene you can test run your app/game and while it is running, in GoDot in the Scene menu, click Remote. You can view information about what is loaded in your scene including objects, controls, etc..
So I created one in my scene as an example and named it MyColorPicker, drilling down the heirarchy of the MyColorPicker in my scene via Remote, I was able to find the resource paths for each item. In my example, I have hidden the Color Dropper Icon, HSV and RAW Buttons as well as the Preset Button.
# Scene Script
func _ready():
#
# @@15 Color Picker Dropper
#
var cpicker1 = get_node("MyColorPicker/@@15")
cpicker1.hide()
#
# @@68 Preset Button
#
var cpicker2 = get_node("MyColorPicker/@@68")
cpicker2.hide()
#
# @@20/@@57/@@58 HSV Button
#
var cpicker3 = get_node("MyColorPicker/@@20/@@57/@@58")
cpicker3.hide()
#
# @@20/@@57/@@59 RAW Button
#
var cpicker4 = get_node("MyColorPicker/@@20/@@57/@@59")
cpicker4.hide()
You can do the same with other controls on the Color Picker as well as other control types you add to the Scene.
Hope this helps someone at some point!