### Godot version

4.1.dev3

### System information

Tested with Linux and Android

### Issue description

Since #73256 you can now export a typed array of nodes which holds references to the nodes assigned in the inspector. However, if you export the project you just get an empty array.

### Steps to reproduce

Export a project that makes use of exported node arrays.

### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/11596494/test.zip)

return state;
}
void PackedScene::set_path(const String &p_path, bool p_take_over) {
	state->set_path(p_path);
	Resource::set_path(p_path, p_take_over);
}
void PackedScene::reset_state() {
	clear();
}
void PackedScene::_bind_methods() {
	ClassDB::bind_method(D_METHOD("pack", "path"), &PackedScene::pack);
	ClassDB::bind_method(D_METHOD("instantiate", "edit_state"), &PackedScene::instantiate, DEFVAL(GEN_EDIT_STATE_DISABLED));
	ClassDB::bind_method(D_METHOD("can_instantiate"), &PackedScene::can_instantiate);
	ClassDB::bind_method(D_METHOD("_set_bundled_scene", "scene"), &PackedScene::_set_bundled_scene);
	ClassDB::bind_method(D_METHOD("_get_bundled_scene"), &PackedScene::_get_bundled_scene);
	ClassDB::bind_method(D_METHOD("get_state"), &PackedScene::get_state);
	ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_bundled"), "_set_bundled_scene", "_get_bundled_scene");
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED);
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE);
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN);
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN_INHERITED);
}
PackedScene::PackedScene() {
	state = Ref<SceneState>(memnew(SceneState));
}