### 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)
} while (ss.is_valid());
	return false;
}
Vector<NodePath> SceneState::get_editable_instances() const {
	return editable_instances;
}
int SceneState::add_name(const StringName &p_name) {
	names.push_back(p_name);
	return names.size() - 1;
}
int SceneState::add_value(const Variant &p_value) {
	variants.push_back(p_value);
	return variants.size() - 1;
}
int SceneState::add_node_path(const NodePath &p_path) {
	node_paths.push_back(p_path);
	return (node_paths.size() - 1) | FLAG_ID_IS_PATH;
}
int SceneState::add_node(int p_parent, int p_owner, int p_type, int p_name, int p_instance, int p_index) {
	NodeData nd;
	nd.parent = p_parent;
	nd.owner = p_owner;
	nd.type = p_type;
	nd.name = p_name;
	nd.instance = p_instance;
	nd.index = p_index;
	nodes.push_back(nd);
	return nodes.size() - 1;
}
void SceneState::add_node_property(int p_node, int p_name, int p_value, bool p_deferred_node_path) {