### 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
return ERR_CANT_CREATE;
	}
	const int bufsize = 16384;
	uint8_t buf[bufsize];
	while (true) {
		uint64_t got = ftmp->get_buffer(buf, bufsize);
		if (got == 0) {
			break;
		}
		f->store_buffer(buf, got);
	}
	ftmp.unref(); 
	if (p_embed) {
		
		uint64_t embed_end = f->get_position() - embed_pos + 12;
		uint64_t pad = embed_end % 8;
		for (uint64_t i = 0; i < pad; i++) {
			f->store_8(0);
		}
		uint64_t pck_size = f->get_position() - pck_start_pos;
		f->store_64(pck_size);
		f->store_32(PACK_HEADER_MAGIC);
		if (r_embedded_size) {
			*r_embedded_size = f->get_position() - embed_pos;
		}
	}
	DirAccess::remove_file_or_error(tmppath);
	return OK;
}
Error EditorExportPlatform::save_zip(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path) {