### Godot version

4.1.dev (4d5f10fc3a)

### System information

macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)

### Issue description

When a script was attached to a node in a saved scene and this script is exporting a member typed with `Array[Node]` . Reopening the scene when the script is missing because it was deleted or moved will cause a crash






### Steps to reproduce

1. Create a scene with two nodes
2. attach a script to the root with just one exported member typed as `Array[Node]` 
3. Add both nodes to the exported member
4. Save the scene
5. close the scene 
6. Delete the script 
7. Try to open the scene again godot will crash 

### Minimal reproduction project

with the MRP you can start reproduction steps at the sixth step.
[Test.zip](https://github.com/godotengine/godot/files/11749000/Test.zip)
for (int j = 0; j < n.groups.size(); j++) {
				ERR_FAIL_INDEX_V(n.groups[j], sname_count, nullptr);
				node->add_to_group(snames[n.groups[j]], true);
			}
			if (n.instance >= 0 || n.type != TYPE_INSTANTIATED || i == 0) {
				
				if (i > 0) {
					if (parent) {
						bool pending_add = true;
#ifdef TOOLS_ENABLED
						if (Engine::get_singleton()->is_editor_hint()) {
							Node *existing = parent->_get_child_by_name(snames[n.name]);
							if (existing) {
								
								
								
								
								
								
								
								
								if (instantiation_warn_notify) {
									instantiation_warn_notify(vformat(
											TTR("An incoming node's name clashes with %s already in the scene (presumably, from a more nested instance).\nThe less nested node will be renamed. Please fix and re-save the scene."),
											ret_nodes[0]->get_path_to(existing)));
								}
								node->set_name(snames[n.name]);
								parent->add_child(node, true);
								pending_add = false;
							}