### 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)

return nodes.size() > 0;
}
static Array _sanitize_node_pinned_properties(Node *p_node) {
	Array pinned = p_node->get_meta("_edit_pinned_properties_", Array());
	if (pinned.is_empty()) {
		return Array();
	}
	HashSet<StringName> storable_properties;
	p_node->get_storable_properties(storable_properties);
	int i = 0;
	do {
		if (storable_properties.has(pinned[i])) {
			i++;
		} else {
			pinned.remove_at(i);
		}
	} while (i < pinned.size());
	if (pinned.is_empty()) {
		p_node->remove_meta("_edit_pinned_properties_");
	}
	return pinned;
}
Node *SceneState::instantiate(GenEditState p_edit_state) const {