### 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)

Error err = fae->open_and_parse(ftmp, p_key, FileAccessEncrypted::MODE_WRITE_AES256, false);
		ERR_FAIL_COND_V(err != OK, ERR_SKIP);
		ftmp = fae;
	}
	
	ftmp->store_buffer(p_data.ptr(), p_data.size());
	if (fae.is_valid()) {
		ftmp.unref();
		fae.unref();
	}
	int pad = _get_pad(PCK_PADDING, pd->f->get_position());
	for (int i = 0; i < pad; i++) {
		pd->f->store_8(Math::rand() % 256);
	}
	
	{
		unsigned char hash[16];
		CryptoCore::md5(p_data.ptr(), p_data.size(), hash);
		sd.md5.resize(16);
		for (int i = 0; i < 16; i++) {
			sd.md5.write[i] = hash[i];
		}
	}
	pd->file_ofs.push_back(sd);
	if (pd->ep->step(TTR("Storing File:") + " " + p_path, 2 + p_file * 100 / p_total, false)) {
		return ERR_SKIP;
	}
	return OK;
}
Error EditorExportPlatform::_save_zip_file(void *p_userdata, const String &p_path, const Vector<uint8_t> &p_data, int p_file, int p_total, const Vector<String> &p_enc_in_filters, const Vector<String> &p_enc_ex_filters, const Vector<uint8_t> &p_key) {