### 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)
ERR_FAIL_INDEX(p_signal, names.size());
	ERR_FAIL_INDEX(p_method, names.size());
	for (int i = 0; i < p_binds.size(); i++) {
		ERR_FAIL_INDEX(p_binds[i], variants.size());
	}
	ConnectionData c;
	c.from = p_from;
	c.to = p_to;
	c.signal = p_signal;
	c.method = p_method;
	c.flags = p_flags;
	c.unbinds = p_unbinds;
	c.binds = p_binds;
	connections.push_back(c);
}
void SceneState::add_editable_instance(const NodePath &p_path) {
	editable_instances.push_back(p_path);
}
Vector<String> SceneState::_get_node_groups(int p_idx) const {
	Vector<StringName> groups = get_node_groups(p_idx);
	Vector<String> ret;
	for (int i = 0; i < groups.size(); i++) {
		ret.push_back(groups[i]);
	}
	return ret;
}
void SceneState::_bind_methods() {