### 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)
clear();
		ERR_FAIL_V(err);
	}
	err = _parse_connections(scene, scene, name_map, variant_map, node_map, nodepath_map);
	if (err) {
		clear();
		ERR_FAIL_V(err);
	}
	names.resize(name_map.size());
	for (const KeyValue<StringName, int> &E : name_map) {
		names.write[E.value] = E.key;
	}
	variants.resize(variant_map.size());
	for (const KeyValue<Variant, int> &E : variant_map) {
		int idx = E.value;
		variants.write[idx] = E.key;
	}
	node_paths.resize(nodepath_map.size());
	for (const KeyValue<Node *, int> &E : nodepath_map) {
		node_paths.write[E.value] = scene->get_path_to(E.key);
	}
	if (Engine::get_singleton()->is_editor_hint()) {
		
		for (const KeyValue<Node *, int> &E : node_map) {
			node_path_cache[scene->get_path_to(E.key)] = E.value;
		}
	}
	return OK;
}
void SceneState::set_path(const String &p_path) {