### 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
Z_DEFAULT_COMPRESSION,
					0,
					-MAX_WBITS,
					DEF_MEM_LEVEL,
					Z_DEFAULT_STRATEGY,
					nullptr,
					0,
					0x0314, 
					0);
			Ref<FileAccess> fa = FileAccess::open(dir.path_join(f), FileAccess::READ);
			if (fa.is_null()) {
				add_message(EXPORT_MESSAGE_ERROR, TTR("ZIP Creation"), vformat(TTR("Could not open file to read from path \"%s\"."), dir.path_join(f)));
				return;
			}
			const int bufsize = 16384;
			uint8_t buf[bufsize];
			while (true) {
				uint64_t got = fa->get_buffer(buf, bufsize);
				if (got == 0) {
					break;
				}
				zipWriteInFileInZip(p_zip, buf, got);
			}
			zipCloseFileInZip(p_zip);
		}
		f = da->get_next();
	}
	da->list_dir_end();
}
Error EditorExportPlatform::save_pack(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, Vector<SharedObject> *p_so_files, bool p_embed, int64_t *r_embedded_start, int64_t *r_embedded_size) {