### 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)
ERR_FAIL_COND_V(p_scene_state.is_null(), ERR_INVALID_PARAMETER);
	clear();
	for (const StringName &E : p_scene_state->names) {
		names.append(E);
	}
	for (const Variant &E : p_scene_state->variants) {
		variants.append(E);
	}
	for (const SceneState::NodeData &E : p_scene_state->nodes) {
		nodes.append(E);
	}
	for (const SceneState::ConnectionData &E : p_scene_state->connections) {
		connections.append(E);
	}
	for (KeyValue<NodePath, int> &E : p_scene_state->node_path_cache) {
		node_path_cache.insert(E.key, E.value);
	}
	for (const NodePath &E : p_scene_state->node_paths) {
		node_paths.append(E);
	}
	for (const NodePath &E : p_scene_state->editable_instances) {
		editable_instances.append(E);
	}
	base_scene_idx = p_scene_state->base_scene_idx;
	return OK;
}
Ref<SceneState> SceneState::get_base_scene_state() const {