### 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)

property_hint = p_hint;
}
void EditorPropertyDictionary::update_property() {
	Variant updated_val = get_edited_property_value();
	if (updated_val.get_type() == Variant::NIL) {
		edit->set_text(TTR("Dictionary (Nil)")); 
		edit->set_pressed(false);
		if (container) {
			set_bottom_editor(nullptr);
			memdelete(container);
			button_add_item = nullptr;
			container = nullptr;
		}
		return;
	}
	Dictionary dict = updated_val;
	object->set_dict(updated_val);
	edit->set_text(vformat(TTR("Dictionary (size %d)"), dict.size()));
	bool unfolded = get_edited_object()->editor_is_section_unfolded(get_edited_property());
	if (edit->is_pressed() != unfolded) {
		edit->set_pressed(unfolded);
	}
	if (unfolded) {
		updating = true;