### 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)
node->_acquire_unique_name_in_owner();
					}
				}
			}
			
			if (p_edit_state == GEN_EDIT_STATE_MAIN) {
				_sanitize_node_pinned_properties(node);
			} else {
				node->remove_meta("_edit_pinned_properties_");
			}
		}
		if (missing_node) {
			missing_node->set_recording_properties(false);
		}
		ret_nodes[i] = node;
		if (node && gen_node_path_cache && ret_nodes[0]) {
			NodePath n2 = ret_nodes[0]->get_path_to(node);
			node_path_cache[n2] = i;
		}
	}
	for (const DeferredNodePathProperties &dnp : deferred_node_paths) {
		
		Node *other = dnp.base->get_node_or_null(dnp.path);
		const String string_property = dnp.property;
		if (string_property.contains("/indices/")) {
			
			const String base_property = string_property.get_slice("/", 0);
			const int index = string_property.get_slice("/", 2).to_int();
			Array array = dnp.base->get(base_property);
			if (array.size() >= index) {