### 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)

if (ccb) {
					binds = ccb->get_binds();
					base_callable = ccb->get_callable();
				}
				CallableCustomUnbind *ccu = dynamic_cast<CallableCustomUnbind *>(c.callable.get_custom());
				if (ccu) {
					unbinds = ccu->get_unbinds();
					base_callable = ccu->get_callable();
				}
			} else {
				base_callable = c.callable;
			}
			
			Node *common_parent = target->find_common_parent_with(p_node);
			ERR_CONTINUE(!common_parent);
			if (common_parent != p_owner && common_parent->get_scene_file_path().is_empty()) {
				common_parent = common_parent->get_owner();
			}
			bool exists = false;
			
			while (common_parent) {
				Ref<SceneState> ps;
				if (common_parent == p_owner) {
					ps = common_parent->get_scene_inherited_state();
				} else {
					ps = common_parent->get_scene_instance_state();
				}
				if (ps.is_valid()) {
					NodePath signal_from = common_parent->get_path_to(p_node);
					NodePath signal_to = common_parent->get_path_to(target);