### 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
Error err = fae->open_and_parse(ftmp, p_key, FileAccessEncrypted::MODE_WRITE_AES256, false);
		ERR_FAIL_COND_V(err != OK, ERR_SKIP);
		ftmp = fae;
	}
	
	ftmp->store_buffer(p_data.ptr(), p_data.size());
	if (fae.is_valid()) {
		ftmp.unref();
		fae.unref();
	}
	int pad = _get_pad(PCK_PADDING, pd->f->get_position());
	for (int i = 0; i < pad; i++) {
		pd->f->store_8(Math::rand() % 256);
	}
	
	{
		unsigned char hash[16];
		CryptoCore::md5(p_data.ptr(), p_data.size(), hash);
		sd.md5.resize(16);
		for (int i = 0; i < 16; i++) {
			sd.md5.write[i] = hash[i];
		}
	}
	pd->file_ofs.push_back(sd);
	if (pd->ep->step(TTR("Storing File:") + " " + p_path, 2 + p_file * 100 / p_total, false)) {
		return ERR_SKIP;
	}
	return OK;
}
Error EditorExportPlatform::_save_zip_file(void *p_userdata, const String &p_path, const Vector<uint8_t> &p_data, int p_file, int p_total, const Vector<String> &p_enc_in_filters, const Vector<String> &p_enc_ex_filters, const Vector<uint8_t> &p_key) {