Sorry for using confusing/wrong terminology. I meant a script that extends another.
Yes, default values remain intact. However, in my project it's not the default values that is a concern. It's the exported values that differ from one scene to another scene, of that same class. Or from one resource item to another resource item of the same resource class. I can confirm that the same clearance of exported values also happens for resources (scripts extending Resource), when you extend the script they use by an extended script.
In my project I use scenes and resources to define the data for the game. There will be for example around 100 streets, maybe 300 - 400 cars, and up to maybe 500 persons. All of these will be created as scenes or resources and put in the res:// folder. Items will have manually entered data which differ from item to item, so it could have been a severe loss of data if discovered later.
Yes, maybe some sort of editor script could help, but I don't think I have the required experience yet to engage in coding related to the Godot system itself.
I couldn't find an existing issue report of it. I'll wait a few days as suggested, then I probably will file it as a bug report due to the unexpected loss of data which may occur.