### 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)

Array array = value;
					Array new_array;
					for (int i = 0; i < array.size(); i++) {
						Variant elem = array[i];
						if (elem.get_type() == Variant::OBJECT) {
							if (Node *n = Object::cast_to<Node>(elem)) {
								new_array.push_back(p_node->get_path_to(n));
								continue;
							}
						}
						new_array.push_back(elem);
					}
					value = new_array;
				}
			}
		}
		if (!pinned_props.has(name)) {
			bool is_valid_default = false;
			Variant default_value = PropertyUtils::get_property_default_value(p_node, name, &is_valid_default, &states_stack, true);
			if (is_valid_default && !PropertyUtils::is_property_value_different(value, default_value)) {
				continue;
			}
		}
		NodeData::Property prop;
		prop.name = _nm_get_string(name, name_map);
		prop.value = _vm_get_variant(value, variant_map);
		if (use_deferred_node_path_bit) {
			prop.name |= FLAG_PATH_PROPERTY_IS_NODE;
		}
		nd.properties.push_back(prop);