### 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)

Button *button = Object::cast_to<Button>(p_button);
	changing_type_index = p_index;
	Rect2 rect = button->get_screen_rect();
	change_type->reset_size();
	change_type->set_position(rect.get_end() - Vector2(change_type->get_contents_minimum_size().x, 0));
	change_type->popup();
}
void EditorPropertyArray::_change_type_menu(int p_index) {
	if (p_index == Variant::VARIANT_MAX) {
		_remove_pressed(changing_type_index);
		return;
	}
	Variant value;
	VariantInternal::initialize(&value, Variant::Type(p_index));
	Variant array = object->get_array().duplicate();
	array.set(changing_type_index, value);
	emit_changed(get_edited_property(), array, "", true);
	update_property();
}
void EditorPropertyArray::_object_id_selected(const StringName &p_property, ObjectID p_id) {