### 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)

return nodes.size();
}
StringName SceneState::get_node_type(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, nodes.size(), StringName());
	if (nodes[p_idx].type == TYPE_INSTANTIATED) {
		return StringName();
	}
	return names[nodes[p_idx].type];
}
StringName SceneState::get_node_name(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, nodes.size(), StringName());
	return names[nodes[p_idx].name];
}
int SceneState::get_node_index(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, nodes.size(), -1);
	return nodes[p_idx].index;
}
bool SceneState::is_node_instance_placeholder(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, nodes.size(), false);
	return nodes[p_idx].instance >= 0 && (nodes[p_idx].instance & FLAG_INSTANCE_IS_PLACEHOLDER);
}
Ref<PackedScene> SceneState::get_node_instance(int p_idx) const {