### 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)

modified = true;
					if (new_res != res) {
						res = new_res;
					}
					break;
				}
			}
			if (_export_customize_object(res.ptr(), customize_resources_plugins)) {
				modified = true;
			}
		}
		if (modified || p_force_save) {
			
			String base_file = p_path.get_file().get_basename() + ".res"; 
			save_path = export_base_path.path_join("export-" + p_path.md5_text() + "-" + base_file);
			Error err = ResourceSaver::save(res, save_path);
			ERR_FAIL_COND_V_MSG(err != OK, p_path, "Unable to save export resource file to: " + save_path);
		}
	}
	fec.saved_path = save_path;
	export_cache[p_path] = fec;
	return save_path.is_empty() ? p_path : save_path;
}
Error EditorExportPlatform::export_project_files(const Ref<EditorExportPreset> &p_preset, bool p_debug, EditorExportSaveFunction p_func, void *p_udata, EditorExportSaveSharedObject p_so_func) {
	
	HashSet<String> paths;
	Vector<String> path_remaps;
	if (p_preset->get_export_filter() == EditorExportPreset::EXPORT_ALL_RESOURCES) {
		
		_export_find_resources(EditorFileSystem::get_singleton()->get_filesystem(), paths);