### 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 (n.type == TYPE_INSTANTIATED) {
			
			if (parent) {
				node = parent->_get_child_by_name(snames[n.name]);
#ifdef DEBUG_ENABLED
				if (!node) {
					WARN_PRINT(String("Node '" + String(ret_nodes[0]->get_path_to(parent)) + "/" + String(snames[n.name]) + "' was modified from inside an instance, but it has vanished.").ascii().get_data());
				}
#endif
			}
		} else {
			
			Object *obj = ClassDB::instantiate(snames[n.type]);
			node = Object::cast_to<Node>(obj);
			if (!node) {
				if (obj) {
					memdelete(obj);
					obj = nullptr;
				}
				if (ResourceLoader::is_creating_missing_resources_if_class_unavailable_enabled()) {
					missing_node = memnew(MissingNode);
					missing_node->set_original_class(snames[n.type]);
					missing_node->set_recording_properties(true);
					node = missing_node;
					obj = missing_node;
				} else {
					WARN_PRINT(vformat("Node %s of type %s cannot be created. A placeholder will be created instead.", snames[n.name], snames[n.type]).ascii().get_data());
					if (n.parent >= 0 && n.parent < nc && ret_nodes[n.parent]) {
						if (Object::cast_to<Control>(ret_nodes[n.parent])) {
							obj = memnew(Control);