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The resources you added (scripts, scenes, etc.) are packed into the pck file. The executable is just copy/pasted from the export templates you downloaded.
The export Templates are the engine compiled without the editor/debugger, etc., and are used as provided unless you compile the templates from the c++ source with the modifications you want
Tl;dr: yes, they will still be in there
But It's kinda silly to even bother, it's not even a 100mb exe (35.5mb for 3.2.2, a little higher for 3.2.3) and that's like the whole engine, so it's super small as is.
If I remember correctly the devs intend to give the user more control about which engine features to pack into the game file in the future. This would be noticeable if you develop a small desktop application or a very basic game that doesn't need sound, lighting or physics.
I can't remember where I read this announcement, I think it was somewhere on the official blog. Currently this would only be possible by compiling a slimmer version of Godot from Godot's source code where you deliberately disable some features.
Arbitrarily selecting features on export would require either downloading several times more templates, or compiling the templates on export, which requires installing numerous build tools and a lot of extra time.