### 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)

Vector<Variant> binds;
			if (c.binds.size()) {
				binds.resize(c.binds.size());
				for (int j = 0; j < c.binds.size(); j++) {
					binds.write[j] = props[c.binds[j]];
				}
			}
			const Variant **argptrs = (const Variant **)alloca(sizeof(Variant *) * binds.size());
			for (int j = 0; j < binds.size(); j++) {
				argptrs[j] = &binds[j];
			}
			callable = callable.bindp(argptrs, binds.size());
		}
		cfrom->connect(snames[c.signal], callable, CONNECT_PERSIST | c.flags | (p_edit_state == GEN_EDIT_STATE_MAIN ? 0 : CONNECT_INHERITED));
	}
	
	
	while (stray_instances.size()) {
		memdelete(stray_instances.front()->get());
		stray_instances.pop_front();
	}
	for (int i = 0; i < editable_instances.size(); i++) {
		Node *ei = ret_nodes[0]->get_node_or_null(editable_instances[i]);
		if (ei) {
			ret_nodes[0]->set_editable_instance(ei, true);
		}
	}
	return ret_nodes[0];
}
static int _nm_get_string(const String &p_string, HashMap<StringName, int> &name_map) {