### 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)
}
						nl = nullptr;
					} else {
						if (!nl->get_scene_file_path().is_empty()) {
							
							Ref<SceneState> state = nl->get_scene_instance_state();
							if (state.is_valid()) {
								int from_node = state->find_node_by_path(nl->get_path_to(p_node));
								int to_node = state->find_node_by_path(nl->get_path_to(target));
								if (from_node >= 0 && to_node >= 0) {
									
									if (state->is_connection(from_node, c.signal.get_name(), to_node, base_callable.get_method())) {
										exists2 = true;
										break;
									}
								}
							}
						}
						nl = nl->get_owner();
					}
				}
				if (exists2) {
					continue;
				}
			}
			int src_id;
			if (node_map.has(p_node)) {
				src_id = node_map[p_node];
			} else {
				if (nodepath_map.has(p_node)) {