### 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)

NodePath path;
	};
	Vector<NodeData> nodes;
	struct ConnectionData {
		int from = 0;
		int to = 0;
		int signal = 0;
		int method = 0;
		int flags = 0;
		int unbinds = 0;
		Vector<int> binds;
	};
	Vector<ConnectionData> connections;
	Error _parse_node(Node *p_owner, Node *p_node, int p_parent_idx, HashMap<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, HashMap<Node *, int> &node_map, HashMap<Node *, int> &nodepath_map);
	Error _parse_connections(Node *p_owner, Node *p_node, HashMap<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, HashMap<Node *, int> &node_map, HashMap<Node *, int> &nodepath_map);
	String path;
	uint64_t last_modified_time = 0;
	static bool disable_placeholders;
	Vector<String> _get_node_groups(int p_idx) const;
	int _find_base_scene_node_remap_key(int p_idx) const;
#ifdef TOOLS_ENABLED
public:
	typedef void (*InstantiationWarningNotify)(const String &p_warning);
private:
	static InstantiationWarningNotify instantiation_warn_notify;
#endif
protected:
	static void _bind_methods();
public:
	enum {