### 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)

Array get_array = get_value;
								if (!set_array.is_same_typed(get_array)) {
									value = Array(set_array, get_array.get_typed_builtin(), get_array.get_typed_class_name(), get_array.get_typed_script());
								}
							}
						}
						if (p_edit_state == GEN_EDIT_STATE_INSTANCE && value.get_type() != Variant::OBJECT) {
							value = value.duplicate(true); 
						}
						bool set_valid = true;
						if (ResourceLoader::is_creating_missing_resources_if_class_unavailable_enabled() && value.get_type() == Variant::OBJECT) {
							Ref<MissingResource> mr = value;
							if (mr.is_valid()) {
								missing_resource_properties[snames[nprops[j].name]] = mr;
								set_valid = false;
							}
						}
						if (set_valid) {
							node->set(snames[nprops[j].name], value, &valid);
						}
					}
				}
				if (!missing_resource_properties.is_empty()) {
					node->set_meta(META_MISSING_RESOURCES, missing_resource_properties);
				}
			}
			
			
			for (int j = 0; j < n.groups.size(); j++) {
				ERR_FAIL_INDEX_V(n.groups[j], sname_count, nullptr);