### 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)

ERR_FAIL_INDEX_V(p_idx, nodes.size(), NodePath());
	if (nodes[p_idx].owner < 0 || nodes[p_idx].owner == NO_PARENT_SAVED) {
		return NodePath(); 
	}
	if (nodes[p_idx].owner & FLAG_ID_IS_PATH) {
		return node_paths[nodes[p_idx].owner & FLAG_MASK];
	} else {
		return get_node_path(nodes[p_idx].owner & FLAG_MASK);
	}
}
int SceneState::get_connection_count() const {
	return connections.size();
}
NodePath SceneState::get_connection_source(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, connections.size(), NodePath());
	if (connections[p_idx].from & FLAG_ID_IS_PATH) {
		return node_paths[connections[p_idx].from & FLAG_MASK];
	} else {
		return get_node_path(connections[p_idx].from & FLAG_MASK);
	}
}
StringName SceneState::get_connection_signal(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, connections.size(), StringName());
	return names[connections[p_idx].signal];
}
NodePath SceneState::get_connection_target(int p_idx) const {