### 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)

for (const KeyValue<int, int> &E : base_scene_node_remap) {
		if (E.value == p_idx) {
			return E.key;
		}
	}
	return -1;
}
Variant SceneState::get_property_value(int p_node, const StringName &p_property, bool &found) const {
	found = false;
	ERR_FAIL_COND_V(p_node < 0, Variant());
	if (p_node < nodes.size()) {
		
		int pc = nodes[p_node].properties.size();
		const StringName *namep = names.ptr();
		const NodeData::Property *p = nodes[p_node].properties.ptr();
		for (int i = 0; i < pc; i++) {
			if (p_property == namep[p[i].name & FLAG_PROP_NAME_MASK]) {
				found = true;
				return variants[p[i].value];
			}
		}
	}
	
	if (base_scene_node_remap.has(p_node)) {
		return get_base_scene_state()->get_property_value(base_scene_node_remap[p_node], p_property, found);
	}
	return Variant();
}
bool SceneState::is_node_in_group(int p_node, const StringName &p_group) const {