### 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)

if (base_scene_idx >= 0) {
		Ref<PackedScene> ps = variants[base_scene_idx];
		if (ps.is_valid()) {
			return ps->get_state();
		}
	}
	return Ref<SceneState>();
}
void SceneState::update_instance_resource(String p_path, Ref<PackedScene> p_packed_scene) {
	ERR_FAIL_COND(p_packed_scene.is_null());
	for (const NodeData &nd : nodes) {
		if (nd.instance >= 0) {
			if (!(nd.instance & FLAG_INSTANCE_IS_PLACEHOLDER)) {
				int instance_id = nd.instance & FLAG_MASK;
				Ref<PackedScene> original_packed_scene = variants[instance_id];
				if (original_packed_scene.is_valid()) {
					if (original_packed_scene->get_path() == p_path) {
						variants.remove_at(instance_id);
						variants.insert(instance_id, p_packed_scene);
					}
				}
			}
		}
	}
}
int SceneState::find_node_by_path(const NodePath &p_node) const {