### 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)
array.push_back(other);
			} else {
				array.set(index, other);
			}
			dnp.base->set(base_property, array);
		} else {
			dnp.base->set(dnp.property, other);
		}
	}
	for (KeyValue<Ref<Resource>, Ref<Resource>> &E : resources_local_to_scene) {
		if (E.value->get_local_scene() == ret_nodes[0]) {
			E.value->setup_local_to_scene();
		}
	}
	
	int cc = connections.size();
	const ConnectionData *cdata = connections.ptr();
	for (int i = 0; i < cc; i++) {
		const ConnectionData &c = cdata[i];
		
		
		NODE_FROM_ID(cfrom, c.from);
		NODE_FROM_ID(cto, c.to);
		if (!cfrom || !cto) {
			continue;
		}
		Callable callable(cto, snames[c.method]);
		if (c.unbinds > 0) {
			callable = callable.unbind(c.unbinds);
		} else if (!c.binds.is_empty()) {