### 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)
List<Node *> stray_instances;
#define NODE_FROM_ID(p_name, p_id)                      \
	Node *p_name;                                       \
	if (p_id & FLAG_ID_IS_PATH) {                       \
		NodePath np = node_paths[p_id & FLAG_MASK];     \
		p_name = ret_nodes[0]->get_node_or_null(np);    \
	} else {                                            \
		ERR_FAIL_INDEX_V(p_id &FLAG_MASK, nc, nullptr); \
		p_name = ret_nodes[p_id & FLAG_MASK];           \
	}
	int nc = nodes.size();
	ERR_FAIL_COND_V(nc == 0, nullptr);
	const StringName *snames = nullptr;
	int sname_count = names.size();
	if (sname_count) {
		snames = &names[0];
	}
	const Variant *props = nullptr;