### Godot version

4.0.beta17

### System information

windows 10, nvidia graphics

### Issue description

When creating a typed array from another base array, if the base array was gotten from get_tree().get_nodes_in_group(), you cannot create a typed array assigning a script different from null, otherwise the resulting array will be filled with nulls.

![image](https://user-images.githubusercontent.com/5783414/216142311-1eded30c-e8ff-4a2b-aa5a-61ae5cafce13.png)


### Steps to reproduce

See attached video:

https://user-images.githubusercontent.com/5783414/216142187-82af9900-d490-4d6d-b4cc-9d776d8b8cc9.mp4



### Minimal reproduction project

[TypedArrayConstructorDoesntWorkWithScriptsWhenUsingGetNodesInGroup.zip](https://github.com/godotengine/godot/files/10560863/TypedArrayConstructorDoesntWorkWithScriptsWhenUsingGetNodesInGroup.zip)

### WorkAround

Instead of using the output of get_tree().get_nodes_in_group() directly, the user can join it with an empty array
```gdscript
[]+get_tree().get_nodes_in_group()
```
and it will work as expected.
return !operator>(p_array);
}
bool Array::operator>(const Array &p_array) const {
	return p_array < *this;
}
bool Array::operator>=(const Array &p_array) const {
	return !operator<(p_array);
}
uint32_t Array::hash() const {
	return recursive_hash(0);
}
uint32_t Array::recursive_hash(int recursion_count) const {
	if (recursion_count > MAX_RECURSION) {
		ERR_PRINT("Max recursion reached");
		return 0;
	}
	uint32_t h = hash_murmur3_one_32(Variant::ARRAY);
	recursion_count++;
	for (int i = 0; i < _p->array.size(); i++) {
		h = hash_murmur3_one_32(_p->array[i].recursive_hash(recursion_count), h);
	}
	return hash_fmix32(h);
}
void Array::operator=(const Array &p_array) {
	if (this == &p_array) {
		return;
	}
	_ref(p_array);
}
void Array::assign(const Array &p_array) {