### 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
if (p_paths.has(p_path)) {
		return;
	}
	p_paths.insert(p_path);
	EditorFileSystemDirectory *dir;
	int file_idx;
	dir = EditorFileSystem::get_singleton()->find_file(p_path, &file_idx);
	if (!dir) {
		return;
	}
	Vector<String> deps = dir->get_file_deps(file_idx);
	for (int i = 0; i < deps.size(); i++) {
		_export_find_dependencies(deps[i], p_paths);
	}
}
void EditorExportPlatform::_edit_files_with_filter(Ref<DirAccess> &da, const Vector<String> &p_filters, HashSet<String> &r_list, bool exclude) {