### Godot version

4.0.beta10 mono and standard

### System information

Windows 10 64bits

### Issue description

When exporting a project, Godot fails to bundle the required DLLs from the GDExtension to the export folder:

```
editor/export/editor_export_plugin.h:123 - Required virtual method EditorExportPlugin::_get_name must be overridden before calling.
  No suitable library found for GDExtension: res://webrtc/webrtc.gdextension. Possible feature flags for your platform: pc, s3tc, windows, x86_64, template, template_debug
```

### Steps to reproduce

Export for Windows with the existing configuration: WebRTC DLLs won't be copied in the export folder

### Minimal reproduction project

[Repro.zip](https://github.com/godotengine/godot/files/10368987/Repro.zip)

for (uint32_t i = 0; i < customize_scenes_plugins.size(); i++) {
				Node *customized = customize_scenes_plugins[i]->_customize_scene(node, p_path);
				if (customized != nullptr) {
					node = customized;
					modified = true;
				}
			}
		}
		if (customize_resources_plugins.size()) {
			if (_export_customize_scene_resources(node, node, customize_resources_plugins)) {
				modified = true;
			}
		}
		if (modified || p_force_save) {
			
			String base_file = p_path.get_file().get_basename() + ".scn"; 
			save_path = export_base_path.path_join("export-" + p_path.md5_text() + "-" + base_file);
			Ref<PackedScene> s;
			s.instantiate();
			s->pack(node);
			Error err = ResourceSaver::save(s, save_path);
			ERR_FAIL_COND_V_MSG(err != OK, p_path, "Unable to save export scene file to: " + save_path);
		}
	} else {
		Ref<Resource> res = ResourceLoader::load(p_path, "", ResourceFormatLoader::CACHE_MODE_IGNORE);
		ERR_FAIL_COND_V(res.is_null(), p_path);
		if (customize_resources_plugins.size()) {
			for (uint32_t i = 0; i < customize_resources_plugins.size(); i++) {
				Ref<Resource> new_res = customize_resources_plugins[i]->_customize_resource(res, p_path);
				if (new_res.is_valid()) {