### 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)

node_res->configure_for_local_scene(node, resources_local_to_scene);
											value = node_res;
										}
									} else {
										HashMap<Ref<Resource>, Ref<Resource>>::Iterator E = resources_local_to_scene.find(res);
										Node *base = i == 0 ? node : ret_nodes[0];
										if (E) {
											value = E->value;
										} else {
											if (p_edit_state == GEN_EDIT_STATE_MAIN) {
												
												res->configure_for_local_scene(base, resources_local_to_scene);
												resources_local_to_scene[res] = res;
											} else {
												
												Ref<Resource> local_dupe = res->duplicate_for_local_scene(base, resources_local_to_scene);
												resources_local_to_scene[res] = local_dupe;
												value = local_dupe;
											}
										}
									}
									
								}
							}
						}
						if (value.get_type() == Variant::ARRAY) {
							Array set_array = value;
							bool is_get_valid = false;
							Variant get_value = node->get(snames[nprops[j].name], &is_get_valid);
							if (is_get_valid && get_value.get_type() == Variant::ARRAY) {