### Godot version

4.1.dev3

### System information

Tested with Linux and Android

### Issue description

Since #73256 you can now export a typed array of nodes which holds references to the nodes assigned in the inspector. However, if you export the project you just get an empty array.

### Steps to reproduce

Export a project that makes use of exported node arrays.

### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/11596494/test.zip)

ClassDB::bind_method(D_METHOD("get_node_count"), &SceneState::get_node_count);
	ClassDB::bind_method(D_METHOD("get_node_type", "idx"), &SceneState::get_node_type);
	ClassDB::bind_method(D_METHOD("get_node_name", "idx"), &SceneState::get_node_name);
	ClassDB::bind_method(D_METHOD("get_node_path", "idx", "for_parent"), &SceneState::get_node_path, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("get_node_owner_path", "idx"), &SceneState::get_node_owner_path);
	ClassDB::bind_method(D_METHOD("is_node_instance_placeholder", "idx"), &SceneState::is_node_instance_placeholder);
	ClassDB::bind_method(D_METHOD("get_node_instance_placeholder", "idx"), &SceneState::get_node_instance_placeholder);
	ClassDB::bind_method(D_METHOD("get_node_instance", "idx"), &SceneState::get_node_instance);
	ClassDB::bind_method(D_METHOD("get_node_groups", "idx"), &SceneState::_get_node_groups);
	ClassDB::bind_method(D_METHOD("get_node_index", "idx"), &SceneState::get_node_index);
	ClassDB::bind_method(D_METHOD("get_node_property_count", "idx"), &SceneState::get_node_property_count);
	ClassDB::bind_method(D_METHOD("get_node_property_name", "idx", "prop_idx"), &SceneState::get_node_property_name);
	ClassDB::bind_method(D_METHOD("get_node_property_value", "idx", "prop_idx"), &SceneState::get_node_property_value);
	ClassDB::bind_method(D_METHOD("get_connection_count"), &SceneState::get_connection_count);
	ClassDB::bind_method(D_METHOD("get_connection_source", "idx"), &SceneState::get_connection_source);
	ClassDB::bind_method(D_METHOD("get_connection_signal", "idx"), &SceneState::get_connection_signal);
	ClassDB::bind_method(D_METHOD("get_connection_target", "idx"), &SceneState::get_connection_target);
	ClassDB::bind_method(D_METHOD("get_connection_method", "idx"), &SceneState::get_connection_method);
	ClassDB::bind_method(D_METHOD("get_connection_flags", "idx"), &SceneState::get_connection_flags);
	ClassDB::bind_method(D_METHOD("get_connection_binds", "idx"), &SceneState::get_connection_binds);
	ClassDB::bind_method(D_METHOD("get_connection_unbinds", "idx"), &SceneState::get_connection_unbinds);
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED);
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE);
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN);
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN_INHERITED);
}
SceneState::SceneState() {