### Godot version

any version after 74458b6

### System information

Linux x64, but likely irrelevant

### Issue description

OpenXR action maps are not properly exported in recent builds of Godot 4: the `.res` file is small and does no longer seem to contain anything of use. In-game, no actions are passed on to OpenXR (obviously).

I bisected the issue down to https://github.com/godotengine/godot/commit/74458b6e9bed0f28db3374c7406eacbcf4b09b9d, which was merged in #70377.

### Steps to reproduce

1. Delete any previous export files (`.godot/exported/*/*.pkg`)
2. Perform an export (I did one for Android, but it likely works with anything)
3. Observe OpenXR actions not working in the export (error spam 'sync_action_sets: Condition "active_sets.size() == 0"'), and the exported action map file being very small (`.godot/exported/*/*.pkg`, from a few tens of kilobytes down to 296 bytes)

### Minimal reproduction project

Any OpenXR project can be used, such as https://github.com/BastiaanOlij/godot4_openxr_demo
return left->_get_name() < right->_get_name();
		}
	};
	
	export_plugins.sort_custom<SortByName>();
	for (int i = 0; i < export_plugins.size(); i++) {
		export_plugins.write[i]->set_export_preset(p_preset);
		if (p_so_func) {
			for (int j = 0; j < export_plugins[i]->shared_objects.size(); j++) {
				err = p_so_func(p_udata, export_plugins[i]->shared_objects[j]);
				if (err != OK) {
					return err;
				}
			}
		}
		for (int j = 0; j < export_plugins[i]->extra_files.size(); j++) {
			err = p_func(p_udata, export_plugins[i]->extra_files[j].path, export_plugins[i]->extra_files[j].data, 0, paths.size(), enc_in_filters, enc_ex_filters, key);
			if (err != OK) {
				return err;
			}
		}
		export_plugins.write[i]->_clear();
	}