### Godot version

4.0.beta13

### System information

Mageia 9, Linux

### Issue description

When exporting a trivial .NET project with 4.0.beta13, I get the following error:

```
ERROR: Required virtual method EditorExportPlugin::_get_name must be overridden before calling.
   at: _gdvirtual__get_name_call (editor/export/editor_export_plugin.h:123)
```

It doesn't seem to prevent exporting, but should be fixed anyway.

On the first export attempt (not be reproducible in my MRP, needs to be redone from scratch), it also shows this warning:
```
WARNING: Property not found: dotnet/project/assembly_name
     at: get_setting_with_override (core/config/project_settings.cpp:364)
```
Which likely means that we're using `GLOBAL_GET` before we defined the property with `GLOBAL_DEF`.

### Steps to reproduce

- Create a simple project with a hello world C# script
- Export it from Linux to Linux or Windows (didn't test other combinations, would likely have the same issue)
- Check Output dock / console

### Minimal reproduction project

[TestMono.zip](https://github.com/godotengine/godot/files/10445350/TestMono.zip)
return p_object->has_instance_binding(get_singleton());
}
void CSharpLanguage::tie_native_managed_to_unmanaged(GCHandleIntPtr p_gchandle_intptr, Object *p_unmanaged, const StringName *p_native_name, bool p_ref_counted) {
	// This method should not fail
	CRASH_COND(!p_unmanaged);
	// All mono objects created from the managed world (e.g.: 'new Player()')
	// need to have a CSharpScript in order for their methods to be callable from the unmanaged side
	RefCounted *rc = Object::cast_to<RefCounted>(p_unmanaged);
	CRASH_COND(p_ref_counted != (bool)rc);
	MonoGCHandleData gchandle = MonoGCHandleData(p_gchandle_intptr,
			p_ref_counted ? gdmono::GCHandleType::WEAK_HANDLE : gdmono::GCHandleType::STRONG_HANDLE);
	// If it's just a wrapper Godot class and not a custom inheriting class, then attach a
	// script binding instead. One of the advantages of this is that if a script is attached
	// later and it's not a C# script, then the managed object won't have to be disposed.
	// Another reason for doing this is that this instance could outlive CSharpLanguage, which would
	// be problematic when using a script. See: https://github.com/godotengine/godot/issues/25621
	CSharpScriptBinding script_binding;
	script_binding.inited = true;
	script_binding.type_name = *p_native_name;
	script_binding.gchandle = gchandle;
	script_binding.owner = p_unmanaged;
	if (p_ref_counted) {
		// Unsafe refcount increment. The managed instance also counts as a reference.
		// This way if the unmanaged world has no references to our owner
		// but the managed instance is alive, the refcount will be 1 instead of 0.
		// S
		// May not me referenced yet, so we must use init_ref() instead of reference()
		if (rc->init_ref()) {
			CSharpLanguage::get_singleton()->post_unsafe_reference(rc);