### 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)

d["variants"] = variants;
	Vector<int> rnodes;
	d["node_count"] = nodes.size();
	for (int i = 0; i < nodes.size(); i++) {
		const NodeData &nd = nodes[i];
		rnodes.push_back(nd.parent);
		rnodes.push_back(nd.owner);
		rnodes.push_back(nd.type);
		uint32_t name_index = nd.name;
		if (nd.index < (1 << (32 - NAME_INDEX_BITS)) - 1) { 
			name_index |= uint32_t(nd.index + 1) << NAME_INDEX_BITS; 
		}
		rnodes.push_back(name_index);
		rnodes.push_back(nd.instance);
		rnodes.push_back(nd.properties.size());
		for (int j = 0; j < nd.properties.size(); j++) {
			rnodes.push_back(nd.properties[j].name);
			rnodes.push_back(nd.properties[j].value);
		}
		rnodes.push_back(nd.groups.size());
		for (int j = 0; j < nd.groups.size(); j++) {
			rnodes.push_back(nd.groups[j]);
		}
	}
	d["nodes"] = rnodes;
	Vector<int> rconns;
	d["conn_count"] = connections.size();
	for (int i = 0; i < connections.size(); i++) {
		const ConnectionData &cd = connections[i];
		rconns.push_back(cd.from);