### 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)

FLAG_ID_IS_PATH = (1 << 30),
		TYPE_INSTANTIATED = 0x7FFFFFFF,
		FLAG_INSTANCE_IS_PLACEHOLDER = (1 << 30),
		FLAG_PATH_PROPERTY_IS_NODE = (1 << 30),
		FLAG_PROP_NAME_MASK = FLAG_PATH_PROPERTY_IS_NODE - 1,
		FLAG_MASK = (1 << 24) - 1,
	};
	enum GenEditState {
		GEN_EDIT_STATE_DISABLED,
		GEN_EDIT_STATE_INSTANCE,
		GEN_EDIT_STATE_MAIN,
		GEN_EDIT_STATE_MAIN_INHERITED,
	};
	struct PackState {
		Ref<SceneState> state;
		int node = -1;
	};
	static void set_disable_placeholders(bool p_disable);
	int find_node_by_path(const NodePath &p_node) const;
	Variant get_property_value(int p_node, const StringName &p_property, bool &found) const;
	bool is_node_in_group(int p_node, const StringName &p_group) const;
	bool is_connection(int p_node, const StringName &p_signal, int p_to_node, const StringName &p_to_method) const;
	void set_bundled_scene(const Dictionary &p_dictionary);
	Dictionary get_bundled_scene() const;
	Error pack(Node *p_scene);
	void set_path(const String &p_path);
	String get_path() const;
	void clear();
	Error copy_from(const Ref<SceneState> &p_scene_state);
	bool can_instantiate() const;