### 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
ERR_FAIL_COND_V_MSG(p_total < 1, ERR_PARAMETER_RANGE_ERROR, "Must select at least one file to export.");
	String path = p_path.replace_first("res://", "");
	ZipData *zd = (ZipData *)p_userdata;
	zipFile zip = (zipFile)zd->zip;
	zipOpenNewFileInZip(zip,
			path.utf8().get_data(),
			nullptr,
			nullptr,
			0,
			nullptr,
			0,
			nullptr,
			Z_DEFLATED,
			Z_DEFAULT_COMPRESSION);
	zipWriteInFileInZip(zip, p_data.ptr(), p_data.size());
	zipCloseFileInZip(zip);
	if (zd->ep->step(TTR("Storing File:") + " " + p_path, 2 + p_file * 100 / p_total, false)) {
		return ERR_SKIP;
	}
	return OK;
}
Ref<ImageTexture> EditorExportPlatform::get_option_icon(int p_index) const {