### Godot version

4.0-rc6

### System information

Fedora 37, Mesa Intel ADL GT2

### Issue description

Code that works as expected at runtime fails with Nil references to (assigned) exported vars in the editor:

![tool_global_position_error](https://user-images.githubusercontent.com/364501/222031460-ffb1ecbd-5175-4a42-8470-25285ba5f821.png)


### Steps to reproduce

Try to access the `global_position` of a `Node3D` that's assigned to an exported var.

See that it works at runtime.

See that it errors in the editor with:

> Invalid get index 'global_position' (on base: 'Nil').

### Minimal reproduction project

[tool_test.zip](https://github.com/godotengine/godot/files/10856640/tool_test.zip)

switch (v.get_type()) {
		case Variant::ARRAY: {
			Array a = v;
			for (int i = 0; i < a.size(); i++) {
				Variant v2 = a[i];
				if (v2.get_type() != Variant::ARRAY && v2.get_type() != Variant::DICTIONARY && v2.get_type() != Variant::OBJECT) {
					continue;
				}
				if (_find_recursive_resources(v2, resources_found)) {
					return true;
				}
			}
		} break;
		case Variant::DICTIONARY: {
			Dictionary d = v;
			List<Variant> keys;
			d.get_key_list(&keys);
			for (const Variant &k : keys) {
				if (k.get_type() == Variant::ARRAY || k.get_type() == Variant::DICTIONARY || k.get_type() == Variant::OBJECT) {
					if (_find_recursive_resources(k, resources_found)) {
						return true;