### 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)

if (ps->has_connection(signal_from, c.signal.get_name(), signal_to, base_callable.get_method())) {
						exists = true;
						break;
					}
				}
				if (common_parent == p_owner) {
					break;
				} else {
					common_parent = common_parent->get_owner();
				}
			}
			if (exists) { 
				continue;
			}
			{
				Node *nl = p_node;
				bool exists2 = false;
				while (nl) {
					if (nl == p_owner) {
						Ref<SceneState> state = nl->get_scene_inherited_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;
								}
							}