### 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)
is_editable_instance = true;
	} else if (p_node->get_owner() && p_owner->is_ancestor_of(p_node->get_owner()) && p_owner->is_editable_instance(p_node->get_owner())) {
		
		is_editable_instance = true;
	}
	NodeData nd;
	nd.name = _nm_get_string(p_node->get_name(), name_map);
	nd.instance = -1; 
	
	if (p_owner->get_scene_inherited_state().is_null() && (p_node == p_owner || (p_node->get_owner() == p_owner && (p_node->get_parent() == p_owner || p_node->get_parent()->get_owner() == p_owner)))) {
		
		nd.index = -1;
	} else if (p_node == p_owner) {
		
		nd.index = -1;
	} else {
		
		nd.index = p_node->get_index();
	}
	
	
	
	
	bool instantiated_by_owner = false;
	Vector<SceneState::PackState> states_stack = PropertyUtils::get_node_states_stack(p_node, p_owner, &instantiated_by_owner);
	if (!p_node->get_scene_file_path().is_empty() && p_node->get_owner() == p_owner && instantiated_by_owner) {
		if (p_node->get_scene_instance_load_placeholder()) {
			
			nd.instance = _vm_get_variant(p_node->get_scene_file_path(), variant_map);
			nd.instance |= FLAG_INSTANCE_IS_PLACEHOLDER;