### 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_COND_V_MSG(node_path_cache.size() == 0, -1, "This operation requires the node cache to have been built.");
	if (!node_path_cache.has(p_node)) {
		if (get_base_scene_state().is_valid()) {
			int idx = get_base_scene_state()->find_node_by_path(p_node);
			if (idx != -1) {
				int rkey = _find_base_scene_node_remap_key(idx);
				if (rkey == -1) {
					rkey = nodes.size() + base_scene_node_remap.size();
					base_scene_node_remap[rkey] = idx;
				}
				return rkey;
			}
		}
		return -1;
	}
	int nid = node_path_cache[p_node];
	if (get_base_scene_state().is_valid() && !base_scene_node_remap.has(nid)) {
		
		
		
		int idx = get_base_scene_state()->find_node_by_path(p_node);
		if (idx != -1) {
			base_scene_node_remap[nid] = idx;
		}
	}
	return nid;
}
int SceneState::_find_base_scene_node_remap_key(int p_idx) const {