### Godot version

4.0.beta10 mono and standard

### System information

Windows 10 64bits

### Issue description

When exporting a project, Godot fails to bundle the required DLLs from the GDExtension to the export folder:

```
editor/export/editor_export_plugin.h:123 - Required virtual method EditorExportPlugin::_get_name must be overridden before calling.
  No suitable library found for GDExtension: res://webrtc/webrtc.gdextension. Possible feature flags for your platform: pc, s3tc, windows, x86_64, template, template_debug
```

### Steps to reproduce

Export for Windows with the existing configuration: WebRTC DLLs won't be copied in the export folder

### Minimal reproduction project

[Repro.zip](https://github.com/godotengine/godot/files/10368987/Repro.zip)

}
	
	uint32_t custom_resources_hash = HASH_MURMUR3_SEED;
	uint32_t custom_scene_hash = HASH_MURMUR3_SEED;
	LocalVector<Ref<EditorExportPlugin>> customize_resources_plugins;
	LocalVector<Ref<EditorExportPlugin>> customize_scenes_plugins;
	for (int i = 0; i < export_plugins.size(); i++) {
		if (export_plugins[i]->_begin_customize_resources(Ref<EditorExportPlatform>(this), features_psa)) {
			customize_resources_plugins.push_back(export_plugins[i]);
			custom_resources_hash = hash_murmur3_one_64(export_plugins[i]->_get_name().hash64(), custom_resources_hash);
			uint64_t hash = export_plugins[i]->_get_customization_configuration_hash();
			custom_resources_hash = hash_murmur3_one_64(hash, custom_resources_hash);
		}
		if (export_plugins[i]->_begin_customize_scenes(Ref<EditorExportPlatform>(this), features_psa)) {
			customize_scenes_plugins.push_back(export_plugins[i]);
			custom_resources_hash = hash_murmur3_one_64(export_plugins[i]->_get_name().hash64(), custom_resources_hash);
			uint64_t hash = export_plugins[i]->_get_customization_configuration_hash();
			custom_scene_hash = hash_murmur3_one_64(hash, custom_scene_hash);
		}
	}
	HashMap<String, FileExportCache> export_cache;
	String export_base_path = ProjectSettings::get_singleton()->get_project_data_path().path_join("exported/") + itos(custom_resources_hash);
	bool convert_text_to_binary = GLOBAL_GET("editor/export/convert_text_resources_to_binary");
	if (convert_text_to_binary || customize_resources_plugins.size() || customize_scenes_plugins.size()) {
		
		Ref<FileAccess> f = FileAccess::open(export_base_path.path_join("file_cache"), FileAccess::READ);
		if (f.is_valid()) {
			String l = f->get_line();
			while (l != String()) {
				Vector<String> fields = l.split("::");