### 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_INDEX_V(nprops[j].name, sname_count, nullptr);
					if (snames[nprops[j].name] == CoreStringNames::get_singleton()->_script) {
						
						
						
						List<Pair<StringName, Variant>> old_state;
						if (node->get_script_instance()) {
							node->get_script_instance()->get_property_state(old_state);
						}
						node->set(snames[nprops[j].name], props[nprops[j].value], &valid);
						
						for (const Pair<StringName, Variant> &E : old_state) {
							node->set(E.first, E.second);
						}
					} else {
						Variant value = props[nprops[j].value];
						if (value.get_type() == Variant::OBJECT) {
							
							Ref<Resource> res = value;
							if (res.is_valid()) {
								if (res->is_local_to_scene()) {
									
									
									
									
									
									
									
									if (n.instance >= 0) {
										Ref<Resource> node_res = node->get(snames[nprops[j].name]);