### 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)

} else {
			
			Ref<PackedScene> instance = ResourceLoader::load(p_node->get_scene_file_path());
			if (!instance.is_valid()) {
				return ERR_CANT_OPEN;
			}
			nd.instance = _vm_get_variant(instance, variant_map);
		}
	}
	
	
	List<PropertyInfo> plist;
	p_node->get_property_list(&plist);
	Array pinned_props = _sanitize_node_pinned_properties(p_node);
	Dictionary missing_resource_properties = p_node->get_meta(META_MISSING_RESOURCES, Dictionary());
	for (const PropertyInfo &E : plist) {
		if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
			continue;
		}
		if (E.name == META_PROPERTY_MISSING_RESOURCES) {
			continue; 
		}
		
		if (!states_stack.is_empty()) {
			if ((E.usage & PROPERTY_USAGE_NO_INSTANCE_STATE)) {
				continue;
			}
		}
		StringName name = E.name;
		Variant value = p_node->get(name);