### 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(p_node, nodes.size());
	ERR_FAIL_INDEX(p_name, names.size());
	ERR_FAIL_INDEX(p_value, variants.size());
	NodeData::Property prop;
	prop.name = p_name;
	if (p_deferred_node_path) {
		prop.name |= FLAG_PATH_PROPERTY_IS_NODE;
	}
	prop.value = p_value;
	nodes.write[p_node].properties.push_back(prop);
}
void SceneState::add_node_group(int p_node, int p_group) {
	ERR_FAIL_INDEX(p_node, nodes.size());
	ERR_FAIL_INDEX(p_group, names.size());
	nodes.write[p_node].groups.push_back(p_group);
}
void SceneState::set_base_scene(int p_idx) {
	ERR_FAIL_INDEX(p_idx, variants.size());
	base_scene_idx = p_idx;
}
void SceneState::add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, int p_unbinds, const Vector<int> &p_binds) {