### Godot version

4.0-rc6

### System information

Fedora 37, Mesa Intel ADL GT2

### Issue description

Code that works as expected at runtime fails with Nil references to (assigned) exported vars in the editor:

![tool_global_position_error](https://user-images.githubusercontent.com/364501/222031460-ffb1ecbd-5175-4a42-8470-25285ba5f821.png)


### Steps to reproduce

Try to access the `global_position` of a `Node3D` that's assigned to an exported var.

See that it works at runtime.

See that it errors in the editor with:

> Invalid get index 'global_position' (on base: 'Nil').

### Minimal reproduction project

[tool_test.zip](https://github.com/godotengine/godot/files/10856640/tool_test.zip)

if (name_map.has(p_string)) {
		return name_map[p_string];
	}
	int idx = name_map.size();
	name_map[p_string] = idx;
	return idx;
}
static int _vm_get_variant(const Variant &p_variant, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map) {
	if (variant_map.has(p_variant)) {
		return variant_map[p_variant];
	}
	int idx = variant_map.size();
	variant_map[p_variant] = idx;
	return idx;
}
Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, HashMap<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, HashMap<Node *, int> &node_map, HashMap<Node *, int> &nodepath_map) {