### 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)
disable_placeholders = p_disable;
}
bool SceneState::is_connection(int p_node, const StringName &p_signal, int p_to_node, const StringName &p_to_method) const {
	ERR_FAIL_COND_V(p_node < 0, false);
	ERR_FAIL_COND_V(p_to_node < 0, false);
	if (p_node < nodes.size() && p_to_node < nodes.size()) {
		int signal_idx = -1;
		int method_idx = -1;
		for (int i = 0; i < names.size(); i++) {
			if (names[i] == p_signal) {
				signal_idx = i;
			} else if (names[i] == p_to_method) {
				method_idx = i;
			}
		}
		if (signal_idx >= 0 && method_idx >= 0) {
			
			for (int i = 0; i < connections.size(); i++) {
				if (connections[i].from == p_node && connections[i].to == p_to_node && connections[i].signal == signal_idx && connections[i].method == method_idx) {
					return true;
				}
			}
		}
	}
	if (base_scene_node_remap.has(p_node) && base_scene_node_remap.has(p_to_node)) {
		return get_base_scene_state()->is_connection(base_scene_node_remap[p_node], p_signal, base_scene_node_remap[p_to_node], p_to_method);
	}
	return false;
}
void SceneState::set_bundled_scene(const Dictionary &p_dictionary) {