### 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 (const KeyValue<int, int> &E : base_scene_node_remap) {
		if (E.value == p_idx) {
			return E.key;
		}
	}
	return -1;
}
Variant SceneState::get_property_value(int p_node, const StringName &p_property, bool &found) const {
	found = false;
	ERR_FAIL_COND_V(p_node < 0, Variant());
	if (p_node < nodes.size()) {
		
		int pc = nodes[p_node].properties.size();
		const StringName *namep = names.ptr();
		const NodeData::Property *p = nodes[p_node].properties.ptr();
		for (int i = 0; i < pc; i++) {
			if (p_property == namep[p[i].name & FLAG_PROP_NAME_MASK]) {
				found = true;
				return variants[p[i].value];
			}
		}
	}
	
	if (base_scene_node_remap.has(p_node)) {
		return get_base_scene_state()->get_property_value(base_scene_node_remap[p_node], p_property, found);
	}
	return Variant();
}
bool SceneState::is_node_in_group(int p_node, const StringName &p_group) const {