### Godot version

4.1.dev (4d5f10fc3a)

### System information

macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)

### Issue description

When a script was attached to a node in a saved scene and this script is exporting a member typed with `Array[Node]` . Reopening the scene when the script is missing because it was deleted or moved will cause a crash






### Steps to reproduce

1. Create a scene with two nodes
2. attach a script to the root with just one exported member typed as `Array[Node]` 
3. Add both nodes to the exported member
4. Save the scene
5. close the scene 
6. Delete the script 
7. Try to open the scene again godot will crash 

### Minimal reproduction project

with the MRP you can start reproduction steps at the sixth step.
[Test.zip](https://github.com/godotengine/godot/files/11749000/Test.zip)
if (ccb) {
					binds = ccb->get_binds();
					base_callable = ccb->get_callable();
				}
				CallableCustomUnbind *ccu = dynamic_cast<CallableCustomUnbind *>(c.callable.get_custom());
				if (ccu) {
					unbinds = ccu->get_unbinds();
					base_callable = ccu->get_callable();
				}
			} else {
				base_callable = c.callable;
			}
			
			Node *common_parent = target->find_common_parent_with(p_node);
			ERR_CONTINUE(!common_parent);
			if (common_parent != p_owner && common_parent->get_scene_file_path().is_empty()) {
				common_parent = common_parent->get_owner();
			}
			bool exists = false;
			
			while (common_parent) {
				Ref<SceneState> ps;
				if (common_parent == p_owner) {
					ps = common_parent->get_scene_inherited_state();
				} else {
					ps = common_parent->get_scene_instance_state();
				}
				if (ps.is_valid()) {
					NodePath signal_from = common_parent->get_path_to(p_node);
					NodePath signal_to = common_parent->get_path_to(target);