### 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)
nd.owner = 0;
	} else {
		nd.owner = -1;
	}
	MissingNode *missing_node = Object::cast_to<MissingNode>(p_node);
	
	
	if (states_stack.is_empty() && !is_editable_instance) {
		
		if (missing_node != nullptr) {
			
			nd.type = _nm_get_string(missing_node->get_original_class(), name_map);
		} else {
			nd.type = _nm_get_string(p_node->get_class(), name_map);
		}
	} else {
		
		
		nd.type = TYPE_INSTANTIATED;
	}
	
	
	
	
	
	bool save_node = nd.properties.size() || nd.groups.size(); 
	save_node = save_node || p_node == p_owner; 
	save_node = save_node || (p_node->get_owner() == p_owner && instantiated_by_owner); 
	int idx = nodes.size();