### Godot version

4.0-rc6

### System information

Fedora 37, Mesa Intel ADL GT2

### Issue description

Code that works as expected at runtime fails with Nil references to (assigned) exported vars in the editor:

![tool_global_position_error](https://user-images.githubusercontent.com/364501/222031460-ffb1ecbd-5175-4a42-8470-25285ba5f821.png)


### Steps to reproduce

Try to access the `global_position` of a `Node3D` that's assigned to an exported var.

See that it works at runtime.

See that it errors in the editor with:

> Invalid get index 'global_position' (on base: 'Nil').

### Minimal reproduction project

[tool_test.zip](https://github.com/godotengine/godot/files/10856640/tool_test.zip)

#ifndef PACKED_SCENE_H
#define PACKED_SCENE_H
#include "core/io/resource.h"
#include "scene/main/node.h"
class SceneState : public RefCounted {
	GDCLASS(SceneState, RefCounted);
	Vector<StringName> names;
	Vector<Variant> variants;
	Vector<NodePath> node_paths;
	Vector<NodePath> editable_instances;
	mutable HashMap<NodePath, int> node_path_cache;
	mutable HashMap<int, int> base_scene_node_remap;
	int base_scene_idx = -1;
	enum {
		NO_PARENT_SAVED = 0x7FFFFFFF,
		NAME_INDEX_BITS = 18,
		NAME_MASK = (1 << NAME_INDEX_BITS) - 1,
	};
	struct NodeData {
		int parent = 0;
		int owner = 0;
		int type = 0;
		int name = 0;
		int instance = 0;
		int index = 0;
		struct Property {
			int name = 0;
			int value = 0;
		};