### 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
args.push_back(p_cmd_args);
	String out;
	int exit_code = -1;
	if (OS::get_singleton()->is_stdout_verbose()) {
		OS::get_singleton()->print("Executing: %s", ssh_path.utf8().get_data());
		for (const String &arg : args) {
			OS::get_singleton()->print(" %s", arg.utf8().get_data());
		}
		OS::get_singleton()->print("\n");
	}
	Error err = OS::get_singleton()->execute(ssh_path, args, &out, &exit_code, true);
	if (out.is_empty()) {
		print_verbose(vformat("Exit code: %d", exit_code));
	} else {
		print_verbose(vformat("Exit code: %d, Output: %s", exit_code, out.replace("\r\n", "\n")));
	}
	if (r_out) {
		*r_out = out.replace("\r\n", "\n").get_slice("\n", 0);
	}
	if (err != OK) {
		return err;
	} else if (exit_code != 0) {
		if (!out.is_empty()) {
			print_line(out);
		}
		return FAILED;
	}
	return OK;
}
Error EditorExportPlatform::ssh_run_on_remote_no_wait(const String &p_host, const String &p_port, const Vector<String> &p_ssh_args, const String &p_cmd_args, OS::ProcessID *r_pid, int p_port_fwd) const {