### 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
EditorProgress ep("savezip", TTR("Packing"), 102, true);
	Ref<FileAccess> io_fa;
	zlib_filefunc_def io = zipio_create_io(&io_fa);
	zipFile zip = zipOpen2(p_path.utf8().get_data(), APPEND_STATUS_CREATE, nullptr, &io);
	ZipData zd;
	zd.ep = &ep;
	zd.zip = zip;
	Error err = export_project_files(p_preset, p_debug, _save_zip_file, &zd);
	if (err != OK && err != ERR_SKIP) {
		add_message(EXPORT_MESSAGE_ERROR, TTR("Save ZIP"), TTR("Failed to export project files."));
	}
	zipClose(zip, nullptr);
	return OK;
}
Error EditorExportPlatform::export_pack(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags) {
	ExportNotifier notifier(*this, p_preset, p_debug, p_path, p_flags);
	return save_pack(p_preset, p_debug, p_path);
}
Error EditorExportPlatform::export_zip(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags) {