### Godot version

4.0.beta13 (caacade56)

### System information

Windows 10

### Issue description

Seems like this was missed in #62011 and #70540. `@export_multiline` should also support the PackedStringArray datatype on top of Array[String] and Dictionary, but it doesn't, instead giving the error `"@export_multiline" annotation requires a variable of type "String" but type "PackedStringArray" was given instead.`

### Steps to reproduce

Create a PackedStringArray with the `@export_multiline` annotation.
```gdscript
@export_multiline var npc_dialog: PackedStringArray
```

### Minimal reproduction project

N/A
} else if (head->has_member(first)) {
		class_names = p_qualified_name.split("::");
		GDScriptParser::ClassNode::Member member = head->get_member(first);
		if (member.type == GDScriptParser::ClassNode::Member::CLASS) {
			result = member.m_class;
		}
	}
	
	for (int i = 1; result != nullptr && i < class_names.size(); i++) {
		String current_name = class_names[i];
		GDScriptParser::ClassNode *next = nullptr;
		if (result->has_member(current_name)) {
			GDScriptParser::ClassNode::Member member = result->get_member(current_name);
			if (member.type == GDScriptParser::ClassNode::Member::CLASS) {
				next = member.m_class;
			}
		}
		result = next;
	}
	return result;
}
bool GDScriptParser::has_class(const GDScriptParser::ClassNode *p_class) const {
	if (head->fqcn.is_empty() && p_class->fqcn.get_slice("::", 0).is_empty()) {
		return p_class == head;
	} else if (p_class->fqcn.begins_with(head->fqcn)) {
		return find_class(p_class->fqcn.trim_prefix(head->fqcn)) == p_class;
	}
	return false;
}
GDScriptParser::ClassNode *GDScriptParser::parse_class() {