Exported Array inside Packed Scene is overridden when duplicating the Packed Scene inside another Scene

Godot Version

v4.6.stable.mono.official [89cea1439]

Question

I’m wondering if this is a bug and if I should report it, or do you guys think this is expected behavior?

I have this Packed Scene for a falling/crumbling platform. It has a script, and one of its exported variables is an Array of MeshInstance3Ds that I swap the visibility of when the player steps on the platform and when the platform is about to crumble/fall.
The issue is not with the code or the behavior - it’s working perfectly fine.
The issue is that, when I put this packed scene inside the level scene, and then I duplicate the platform, the duplicate has the “Meshes” Array as it was overridden (with the circle arrow besides it), and it actually keeps the reference to the original platform meshes. And so if I test the game and I step the on the duplicate platform, it changes the other platform’s meshes instead of its own.
If I click the circular arrow to reset the override, then it works fine.

Should I report this as a bug? I think if I set the array variable in the packed scene, duplicating the scene inside another scene should not override those references, right? To me that’s unexpected behavior, and it’s annoying to have to press that icon every time I duplicate the platform and to

Here’s the platform scene:

Here’s the platform inside the level, this is after duplicating, with the override icon on the “Meshes” variable:

(If I don’t press that icon to un-override the variable, that platform will control the other platform’s meshes visibility instead of its own)