### Godot version

v4.1.2.rc1.official [58f0cae4a] and v4.2.dev5.official [e3e2528ba]

### System information

Godot v4.1.2.rc1 - Windows 10.0.19044 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.3742) - AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

Clearing one of the values of a typed array in the inspector seems to just unreference value and not set it to `<null>`, so the value becomes `<Object#null>`. Array's find function seems to look for the `<null>` value and doesn't accept `<Object#null>`, even if in GDScript `<Object#null>` == `<null>`. So, when calling array.find(null) in the tool script, the function can't find anything. When the project is restarted or you run it, the values that were equal to `<Object#null>` will become `<null>`.
![image](https://github.com/godotengine/godot/assets/118438257/208dbf2c-19ea-4d97-9e46-646662cb5122)

### Steps to reproduce

1. Export a typed array of Resource or any of the types that inherit from it;
2. Set one of the values of a typed array to anything;
3. Clear the value;
4. Use array.find(null) in any of the tool scripts.

### Minimal reproduction project

[ArrayBug.zip](https://github.com/godotengine/godot/files/12789530/ArrayBug.zip)
array = p_array;
}
Variant EditorPropertyArrayObject::get_array() {
	return array;
}
EditorPropertyArrayObject::EditorPropertyArrayObject() {
}
bool EditorPropertyDictionaryObject::_set(const StringName &p_name, const Variant &p_value) {
	String name = p_name;
	if (name == "new_item_key") {
		new_item_key = p_value;
		return true;
	}
	if (name == "new_item_value") {
		new_item_value = p_value;
		return true;
	}
	if (name.begins_with("indices")) {
		int index = name.get_slicec('/', 1).to_int();
		Variant key = dict.get_key_at_index(index);
		dict[key] = p_value;
		return true;
	}
	return false;
}
bool EditorPropertyDictionaryObject::_get(const StringName &p_name, Variant &r_ret) const {