### 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)
src_id = FLAG_ID_IS_PATH | nodepath_map[p_node];
				} else {
					int sidx = nodepath_map.size();
					nodepath_map[p_node] = sidx;
					src_id = FLAG_ID_IS_PATH | sidx;
				}
			}
			int target_id;
			if (node_map.has(target)) {
				target_id = node_map[target];
			} else {
				if (nodepath_map.has(target)) {
					target_id = FLAG_ID_IS_PATH | nodepath_map[target];
				} else {
					int sidx = nodepath_map.size();
					nodepath_map[target] = sidx;
					target_id = FLAG_ID_IS_PATH | sidx;
				}
			}
			ConnectionData cd;
			cd.from = src_id;
			cd.to = target_id;
			cd.method = _nm_get_string(base_callable.get_method(), name_map);
			cd.signal = _nm_get_string(c.signal.get_name(), name_map);
			cd.flags = c.flags;
			cd.unbinds = unbinds;
			for (int i = 0; i < binds.size(); i++) {
				cd.binds.push_back(_vm_get_variant(binds[i], variant_map));
			}
			connections.push_back(cd);