### 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)

if (fields.size() == 4) {
					FileExportCache fec;
					String path = fields[0];
					fec.source_md5 = fields[1].strip_edges();
					fec.source_modified_time = fields[2].strip_edges().to_int();
					fec.saved_path = fields[3];
					fec.used = false; 
					export_cache[path] = fec;
				}
				l = f->get_line();
			}
		} else {
			
			Ref<DirAccess> d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
			d->change_dir(ProjectSettings::get_singleton()->get_project_data_path());
			d->make_dir_recursive("exported/" + itos(custom_resources_hash));
		}
	}
	
	int idx = 0;
	int total = paths.size();
	for (const String &E : paths) {
		String path = E;
		String type = ResourceLoader::get_resource_type(path);
		if (FileAccess::exists(path + ".import")) {
			
			String export_path = _export_customize(path, customize_resources_plugins, customize_scenes_plugins, export_cache, export_base_path, false);
			if (export_path != path) {