### 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)
} else {
			
			Ref<PackedScene> instance = ResourceLoader::load(p_node->get_scene_file_path());
			if (!instance.is_valid()) {
				return ERR_CANT_OPEN;
			}
			nd.instance = _vm_get_variant(instance, variant_map);
		}
	}
	
	
	List<PropertyInfo> plist;
	p_node->get_property_list(&plist);
	Array pinned_props = _sanitize_node_pinned_properties(p_node);
	Dictionary missing_resource_properties = p_node->get_meta(META_MISSING_RESOURCES, Dictionary());
	for (const PropertyInfo &E : plist) {
		if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
			continue;
		}
		if (E.name == META_PROPERTY_MISSING_RESOURCES) {
			continue; 
		}
		
		if (!states_stack.is_empty()) {
			if ((E.usage & PROPERTY_USAGE_NO_INSTANCE_STATE)) {
				continue;
			}
		}
		StringName name = E.name;
		Variant value = p_node->get(name);