### 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
da->list_dir_begin();
	String cur_dir = da->get_current_dir().replace("\\", "/");
	if (!cur_dir.ends_with("/")) {
		cur_dir += "/";
	}
	String cur_dir_no_prefix = cur_dir.replace("res://", "");
	Vector<String> dirs;
	String f = da->get_next();
	while (!f.is_empty()) {
		if (da->current_is_dir()) {
			dirs.push_back(f);
		} else {
			String fullpath = cur_dir + f;
			
			String fullpath_no_prefix = cur_dir_no_prefix + f;
			for (int i = 0; i < p_filters.size(); ++i) {
				if (fullpath.matchn(p_filters[i]) || fullpath_no_prefix.matchn(p_filters[i])) {
					if (!exclude) {
						r_list.insert(fullpath);
					} else {
						r_list.erase(fullpath);
					}
				}
			}
		}
		f = da->get_next();
	}
	da->list_dir_end();
	for (int i = 0; i < dirs.size(); ++i) {