### 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
assign->set_disabled(p_read_only);
	clear->set_disabled(p_read_only);
};
String EditorPropertyNodePath::_get_meta_pointer_property() const {
	ERR_FAIL_COND_V(!pointer_mode, String());
	return SceneState::get_meta_pointer_property(get_edited_property());
}
Variant EditorPropertyNodePath::_get_cache_value(const StringName &p_prop, bool &r_valid) const {
	if (p_prop == get_edited_property()) {
		r_valid = true;
		return const_cast<EditorPropertyNodePath *>(this)->get_edited_object()->get(pointer_mode ? StringName(_get_meta_pointer_property()) : get_edited_property(), &r_valid);
	}
	return Variant();
}
StringName EditorPropertyNodePath::_get_revert_property() const {
	if (pointer_mode) {
		return _get_meta_pointer_property();
	} else {
		return get_edited_property();
	}
}
void EditorPropertyNodePath::_node_selected(const NodePath &p_path) {
	NodePath path = p_path;
	Node *base_node = nullptr;
	if (!use_path_from_scene_root) {