### 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)

if (p_node != p_owner && p_node->get_owner() && p_node->get_owner() != p_owner && !p_owner->is_editable_instance(p_node->get_owner())) {
		return OK;
	}
	List<MethodInfo> _signals;
	p_node->get_signal_list(&_signals);
	_signals.sort();
	
	
	for (const MethodInfo &E : _signals) {
		List<Node::Connection> conns;
		p_node->get_signal_connection_list(E.name, &conns);
		conns.sort();
		for (const Node::Connection &F : conns) {
			const Node::Connection &c = F;
			if (!(c.flags & CONNECT_PERSIST)) { 
				continue;
			}
			
			
			Node *target = Object::cast_to<Node>(c.callable.get_object());
			if (!target) {
				continue;
			}
			Vector<Variant> binds;
			int unbinds = 0;
			Callable base_callable;
			if (c.callable.is_custom()) {
				CallableCustomBind *ccb = dynamic_cast<CallableCustomBind *>(c.callable.get_custom());