### Godot version

4.0-rc6

### System information

Fedora 37, Mesa Intel ADL GT2

### Issue description

Code that works as expected at runtime fails with Nil references to (assigned) exported vars in the editor:

![tool_global_position_error](https://user-images.githubusercontent.com/364501/222031460-ffb1ecbd-5175-4a42-8470-25285ba5f821.png)


### Steps to reproduce

Try to access the `global_position` of a `Node3D` that's assigned to an exported var.

See that it works at runtime.

See that it errors in the editor with:

> Invalid get index 'global_position' (on base: 'Nil').

### Minimal reproduction project

[tool_test.zip](https://github.com/godotengine/godot/files/10856640/tool_test.zip)

return NodePath(".");
	}
	return NodePath(sub_path, false);
}
int SceneState::get_node_property_count(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, nodes.size(), -1);
	return nodes[p_idx].properties.size();
}
StringName SceneState::get_node_property_name(int p_idx, int p_prop) const {
	ERR_FAIL_INDEX_V(p_idx, nodes.size(), StringName());
	ERR_FAIL_INDEX_V(p_prop, nodes[p_idx].properties.size(), StringName());
	return names[nodes[p_idx].properties[p_prop].name & FLAG_PROP_NAME_MASK];
}
Vector<String> SceneState::get_node_deferred_nodepath_properties(int p_idx) const {
	Vector<String> ret;
	ERR_FAIL_INDEX_V(p_idx, nodes.size(), ret);
	for (int i = 0; i < nodes[p_idx].properties.size(); i++) {
		uint32_t idx = nodes[p_idx].properties[i].name;
		if (idx & FLAG_PATH_PROPERTY_IS_NODE) {
			ret.push_back(names[idx & FLAG_PROP_NAME_MASK]);
		}
	}
	return ret;
}
Variant SceneState::get_node_property_value(int p_idx, int p_prop) const {
	ERR_FAIL_INDEX_V(p_idx, nodes.size(), Variant());
	ERR_FAIL_INDEX_V(p_prop, nodes[p_idx].properties.size(), Variant());
	return variants[nodes[p_idx].properties[p_prop].value];
}
NodePath SceneState::get_node_owner_path(int p_idx) const {