### 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)
}
#endif
						if (pending_add) {
							parent->_add_child_nocheck(node, snames[n.name]);
						}
						if (n.index >= 0 && n.index < parent->get_child_count() - 1) {
							parent->move_child(node, n.index);
						}
					} else {
						
						
						stray_instances.push_back(node); 
					}
				} else {
					if (Engine::get_singleton()->is_editor_hint()) {
						
						node->set_name(snames[n.name]);
					} else {
						node->_set_name_nocheck(snames[n.name]);
					}
				}
			}
			if (!old_parent_path.is_empty()) {
				node->_set_name_nocheck(old_parent_path + "@" + node->get_name());
			}
			if (n.owner >= 0) {
				NODE_FROM_ID(owner, n.owner);
				if (owner) {
					node->_set_owner_nocheck(owner);
					if (node->data.unique_name_in_owner) {