### 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)

Node *instantiate(GenEditState p_edit_state) const;
	Ref<SceneState> get_base_scene_state() const;
	void update_instance_resource(String p_path, Ref<PackedScene> p_packed_scene);
	
	int get_node_count() const;
	StringName get_node_type(int p_idx) const;
	StringName get_node_name(int p_idx) const;
	NodePath get_node_path(int p_idx, bool p_for_parent = false) const;
	NodePath get_node_owner_path(int p_idx) const;
	Ref<PackedScene> get_node_instance(int p_idx) const;
	String get_node_instance_placeholder(int p_idx) const;
	bool is_node_instance_placeholder(int p_idx) const;
	Vector<StringName> get_node_groups(int p_idx) const;
	int get_node_index(int p_idx) const;
	int get_node_property_count(int p_idx) const;
	StringName get_node_property_name(int p_idx, int p_prop) const;
	Variant get_node_property_value(int p_idx, int p_prop) const;
	Vector<String> get_node_deferred_nodepath_properties(int p_idx) const;
	int get_connection_count() const;
	NodePath get_connection_source(int p_idx) const;
	StringName get_connection_signal(int p_idx) const;
	NodePath get_connection_target(int p_idx) const;
	StringName get_connection_method(int p_idx) const;
	int get_connection_flags(int p_idx) const;
	int get_connection_unbinds(int p_idx) const;
	Array get_connection_binds(int p_idx) const;
	bool has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method, bool p_no_inheritance = false);
	Vector<NodePath> get_editable_instances() const;
	
	int add_name(const StringName &p_name);