### Godot version

v4.1.beta1.official [828ec2c5d]

### System information

Godot v4.1.beta1 - Windows 10.0.23475 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3550) - AMD Ryzen 5 5500 (12 Threads)

### Issue description

I have an exported array for a given type I created with class_name

```
extends Node3D
class_name Enemy
```

It is exported as follow

```
@export var rollable_hazards: Array[Enemy]
```

I populate it using the editor and it works fine, but sometimes it gets emptied after saving the exporting scene. Not sure if it relates with #62916 and/or #77735.

Here's a screen recording I did showing the issue

https://github.com/godotengine/godot/assets/8123916/09d5df4e-83af-4459-b46b-1c62f78c2bb5

Please let me know if you need any additional information.

### Steps to reproduce

1. Export an array from a scene script
2. Populate it with other nodes 
3. Edit the exporting script and save it

### Minimal reproduction project

If you check this branch out, commit [327d03d](https://github.com/lazaromenezes/dungeon-explorer-godot/commit/327d03da6c995ed586b8bc8764bdb051bb42bf7b) was the base for the changes I had into the screen recording.
ERR_FAIL_INDEX_V(p_idx, nodes.size(), NodePath());
	if (nodes[p_idx].owner < 0 || nodes[p_idx].owner == NO_PARENT_SAVED) {
		return NodePath(); 
	}
	if (nodes[p_idx].owner & FLAG_ID_IS_PATH) {
		return node_paths[nodes[p_idx].owner & FLAG_MASK];
	} else {
		return get_node_path(nodes[p_idx].owner & FLAG_MASK);
	}
}
int SceneState::get_connection_count() const {
	return connections.size();
}
NodePath SceneState::get_connection_source(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, connections.size(), NodePath());
	if (connections[p_idx].from & FLAG_ID_IS_PATH) {
		return node_paths[connections[p_idx].from & FLAG_MASK];
	} else {
		return get_node_path(connections[p_idx].from & FLAG_MASK);
	}
}
StringName SceneState::get_connection_signal(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, connections.size(), StringName());
	return names[connections[p_idx].signal];
}
NodePath SceneState::get_connection_target(int p_idx) const {