### 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)
return NodePath(".");
	}
	return NodePath(sub_path, false);
}
int SceneState::get_node_property_count(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, nodes.size(), -1);
	return nodes[p_idx].properties.size();
}
StringName SceneState::get_node_property_name(int p_idx, int p_prop) const {
	ERR_FAIL_INDEX_V(p_idx, nodes.size(), StringName());
	ERR_FAIL_INDEX_V(p_prop, nodes[p_idx].properties.size(), StringName());
	return names[nodes[p_idx].properties[p_prop].name & FLAG_PROP_NAME_MASK];
}
Vector<String> SceneState::get_node_deferred_nodepath_properties(int p_idx) const {
	Vector<String> ret;
	ERR_FAIL_INDEX_V(p_idx, nodes.size(), ret);
	for (int i = 0; i < nodes[p_idx].properties.size(); i++) {
		uint32_t idx = nodes[p_idx].properties[i].name;
		if (idx & FLAG_PATH_PROPERTY_IS_NODE) {
			ret.push_back(names[idx & FLAG_PROP_NAME_MASK]);
		}
	}
	return ret;
}
Variant SceneState::get_node_property_value(int p_idx, int p_prop) const {
	ERR_FAIL_INDEX_V(p_idx, nodes.size(), Variant());
	ERR_FAIL_INDEX_V(p_prop, nodes[p_idx].properties.size(), Variant());
	return variants[nodes[p_idx].properties[p_prop].value];
}
NodePath SceneState::get_node_owner_path(int p_idx) const {