### 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)

Ref<SceneState> ss = this;
	do {
		for (int i = 0; i < ss->connections.size(); i++) {
			const ConnectionData &c = ss->connections[i];
			NodePath np_from;
			if (c.from & FLAG_ID_IS_PATH) {
				np_from = ss->node_paths[c.from & FLAG_MASK];
			} else {
				np_from = ss->get_node_path(c.from);
			}
			NodePath np_to;
			if (c.to & FLAG_ID_IS_PATH) {
				np_to = ss->node_paths[c.to & FLAG_MASK];
			} else {
				np_to = ss->get_node_path(c.to);
			}
			StringName sn_signal = ss->names[c.signal];
			StringName sn_method = ss->names[c.method];
			if (np_from == p_node_from && sn_signal == p_signal && np_to == p_node_to && sn_method == p_method) {
				return true;
			}
		}
		if (p_no_inheritance) {
			break;
		}
		ss = ss->get_base_scene_state();