### 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)
int parent_node = NO_PARENT_SAVED;
	if (save_node) {
		
		node_map[p_node] = idx;
		
		if (p_parent_idx == NO_PARENT_SAVED) {
			int sidx;
			if (nodepath_map.has(p_node->get_parent())) {
				sidx = nodepath_map[p_node->get_parent()];
			} else {
				sidx = nodepath_map.size();
				nodepath_map[p_node->get_parent()] = sidx;
			}
			nd.parent = FLAG_ID_IS_PATH | sidx;
		} else {
			nd.parent = p_parent_idx;
		}
		parent_node = idx;
		nodes.push_back(nd);
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		Node *c = p_node->get_child(i);
		Error err = _parse_node(p_owner, c, parent_node, name_map, variant_map, node_map, nodepath_map);
		if (err) {
			return err;
		}
	}
	return OK;
}
Error SceneState::_parse_connections(Node *p_owner, Node *p_node, HashMap<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, HashMap<Node *, int> &node_map, HashMap<Node *, int> &nodepath_map) {