### 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
String dir = dirs[i];
		if (dir.begins_with(".")) {
			continue;
		}
		if (EditorFileSystem::_should_skip_directory(cur_dir + dir)) {
			continue;
		}
		da->change_dir(dir);
		_edit_files_with_filter(da, p_filters, r_list, exclude);
		da->change_dir("..");
	}
}
void EditorExportPlatform::_edit_filter_list(HashSet<String> &r_list, const String &p_filter, bool exclude) {
	if (p_filter.is_empty()) {
		return;
	}
	Vector<String> split = p_filter.split(",");
	Vector<String> filters;
	for (int i = 0; i < split.size(); i++) {
		String f = split[i].strip_edges();
		if (f.is_empty()) {
			continue;
		}
		filters.push_back(f);
	}
	Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
	ERR_FAIL_COND(da.is_null());
	_edit_files_with_filter(da, filters, r_list, exclude);
}
HashSet<String> EditorExportPlatform::get_features(const Ref<EditorExportPreset> &p_preset, bool p_debug) const {