### 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)

} else if (Object::cast_to<Node2D>(ret_nodes[n.parent])) {
							obj = memnew(Node2D);
#ifndef _3D_DISABLED
						} else if (Object::cast_to<Node3D>(ret_nodes[n.parent])) {
							obj = memnew(Node3D);
#endif 
						}
					}
					if (!obj) {
						obj = memnew(Node);
					}
					node = Object::cast_to<Node>(obj);
				}
			}
		}
		if (node) {
			
			
			
			int nprop_count = n.properties.size();
			if (nprop_count) {
				const NodeData::Property *nprops = &n.properties[0];
				Dictionary missing_resource_properties;
				for (int j = 0; j < nprop_count; j++) {
					bool valid;
					ERR_FAIL_INDEX_V(nprops[j].value, prop_count, nullptr);
					if (nprops[j].name & FLAG_PATH_PROPERTY_IS_NODE) {
						uint32_t name_idx = nprops[j].name & (FLAG_PATH_PROPERTY_IS_NODE - 1);
						ERR_FAIL_UNSIGNED_INDEX_V(name_idx, (uint32_t)sname_count, nullptr);
						const StringName &prop_name = snames[name_idx];