### 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
}
			p_log->push_cell();
			p_log->add_text("\t");
			if (icon.is_valid()) {
				p_log->add_image(icon);
			}
			p_log->pop();
			p_log->push_cell();
			p_log->push_color(color);
			p_log->add_text(vformat("[%s]: %s", msg.category, msg.text));
			p_log->pop();
			p_log->pop();
		}
		p_log->pop();
		p_log->add_newline();
	}
	p_log->add_newline();
	return has_messages;
}
void EditorExportPlatform::gen_debug_flags(Vector<String> &r_flags, int p_flags) {
	String host = EDITOR_GET("network/debug/remote_host");
	int remote_port = (int)EDITOR_GET("network/debug/remote_port");
	if (p_flags & DEBUG_FLAG_REMOTE_DEBUG_LOCALHOST) {
		host = "localhost";
	}
	if (p_flags & DEBUG_FLAG_DUMB_CLIENT) {
		int port = EDITOR_GET("filesystem/file_server/port");
		String passwd = EDITOR_GET("filesystem/file_server/password");
		r_flags.push_back("--remote-fs");
		r_flags.push_back(host + ":" + itos(port));