### 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)
return nodes.size() > 0;
}
static Array _sanitize_node_pinned_properties(Node *p_node) {
	Array pinned = p_node->get_meta("_edit_pinned_properties_", Array());
	if (pinned.is_empty()) {
		return Array();
	}
	HashSet<StringName> storable_properties;
	p_node->get_storable_properties(storable_properties);
	int i = 0;
	do {
		if (storable_properties.has(pinned[i])) {
			i++;
		} else {
			pinned.remove_at(i);
		}
	} while (i < pinned.size());
	if (pinned.is_empty()) {
		p_node->remove_meta("_edit_pinned_properties_");
	}
	return pinned;
}
Node *SceneState::instantiate(GenEditState p_edit_state) const {