### 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)

int add_value(const Variant &p_value);
	int add_node_path(const NodePath &p_path);
	int add_node(int p_parent, int p_owner, int p_type, int p_name, int p_instance, int p_index);
	void add_node_property(int p_node, int p_name, int p_value, bool p_deferred_node_path = false);
	void add_node_group(int p_node, int p_group);
	void set_base_scene(int p_idx);
	void add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, int p_unbinds, const Vector<int> &p_binds);
	void add_editable_instance(const NodePath &p_path);
	virtual void set_last_modified_time(uint64_t p_time) { last_modified_time = p_time; }
	uint64_t get_last_modified_time() const { return last_modified_time; }
	
	static String get_meta_pointer_property(const String &p_property);
#ifdef TOOLS_ENABLED
	static void set_instantiation_warning_notify_func(InstantiationWarningNotify p_warn_notify) { instantiation_warn_notify = p_warn_notify; }
#endif
	SceneState();
};
VARIANT_ENUM_CAST(SceneState::GenEditState)
class PackedScene : public Resource {
	GDCLASS(PackedScene, Resource);
	RES_BASE_EXTENSION("scn");
	Ref<SceneState> state;
	void _set_bundled_scene(const Dictionary &p_scene);
	Dictionary _get_bundled_scene() const;
protected:
	virtual bool editor_can_reload_from_file() override { return false; } 
	static void _bind_methods();
	virtual void reset_state() override;
public:
	enum GenEditState {