### 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
spin->set_read_only(p_read_only);
}
void EditorPropertyEasing::_drag_easing(const Ref<InputEvent> &p_ev) {
	if (is_read_only()) {
		return;
	}
	const Ref<InputEventMouseButton> mb = p_ev;
	if (mb.is_valid()) {
		if (mb->is_double_click() && mb->get_button_index() == MouseButton::LEFT) {
			_setup_spin();
		}
		if (mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
			preset->set_position(easing_draw->get_screen_position() + mb->get_position());
			preset->reset_size();
			preset->popup();
			
			dragging = false;
			easing_draw->queue_redraw();
		}
		if (mb->get_button_index() == MouseButton::LEFT) {
			dragging = mb->is_pressed();
			
			easing_draw->queue_redraw();
		}
	}
	const Ref<InputEventMouseMotion> mm = p_ev;
	if (dragging && mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {