### 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)
ERR_FAIL_INDEX_V(p_idx, nodes.size(), Ref<PackedScene>());
	if (nodes[p_idx].instance >= 0) {
		if (nodes[p_idx].instance & FLAG_INSTANCE_IS_PLACEHOLDER) {
			return Ref<PackedScene>();
		} else {
			return variants[nodes[p_idx].instance & FLAG_MASK];
		}
	} else if (nodes[p_idx].parent < 0 || nodes[p_idx].parent == NO_PARENT_SAVED) {
		if (base_scene_idx >= 0) {
			return variants[base_scene_idx];
		}
	}
	return Ref<PackedScene>();
}
String SceneState::get_node_instance_placeholder(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, nodes.size(), String());
	if (nodes[p_idx].instance >= 0 && (nodes[p_idx].instance & FLAG_INSTANCE_IS_PLACEHOLDER)) {
		return variants[nodes[p_idx].instance & FLAG_MASK];
	}
	return String();
}
Vector<StringName> SceneState::get_node_groups(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, nodes.size(), Vector<StringName>());
	Vector<StringName> groups;
	for (int i = 0; i < nodes[p_idx].groups.size(); i++) {
		groups.push_back(names[nodes[p_idx].groups[i]]);
	}
	return groups;
}
NodePath SceneState::get_node_path(int p_idx, bool p_for_parent) const {