### Godot version

4.1.dev3

### System information

Tested with Linux and Android

### Issue description

Since #73256 you can now export a typed array of nodes which holds references to the nodes assigned in the inspector. However, if you export the project you just get an empty array.

### Steps to reproduce

Export a project that makes use of exported node arrays.

### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/11596494/test.zip)

} while (ss.is_valid());
	return false;
}
Vector<NodePath> SceneState::get_editable_instances() const {
	return editable_instances;
}
int SceneState::add_name(const StringName &p_name) {
	names.push_back(p_name);
	return names.size() - 1;
}
int SceneState::add_value(const Variant &p_value) {
	variants.push_back(p_value);
	return variants.size() - 1;
}
int SceneState::add_node_path(const NodePath &p_path) {
	node_paths.push_back(p_path);
	return (node_paths.size() - 1) | FLAG_ID_IS_PATH;
}
int SceneState::add_node(int p_parent, int p_owner, int p_type, int p_name, int p_instance, int p_index) {
	NodeData nd;
	nd.parent = p_parent;
	nd.owner = p_owner;
	nd.type = p_type;
	nd.name = p_name;
	nd.instance = p_instance;
	nd.index = p_index;
	nodes.push_back(nd);
	return nodes.size() - 1;
}
void SceneState::add_node_property(int p_node, int p_name, int p_value, bool p_deferred_node_path) {