### 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
return nullptr;
	}
	if (check(GDScriptTokenizer::Token::LITERAL)) {
		if (current.literal.get_type() != Variant::STRING) {
			push_error(vformat(R"(Expected node path as string or identifier after "%s".)", previous.get_name()));
			return nullptr;
		}
	}
	GetNodeNode *get_node = alloc_node<GetNodeNode>();
	
	
	enum PathState {
		PATH_STATE_START,
		PATH_STATE_SLASH,
		PATH_STATE_PERCENT,
		PATH_STATE_NODE_NAME,
	} path_state = PATH_STATE_START;
	if (previous.type == GDScriptTokenizer::Token::DOLLAR) {
		
		match(GDScriptTokenizer::Token::SLASH);
#ifdef DEBUG_ENABLED
	} else {
		get_node->use_dollar = false;
#endif
	}
	int context_argument = 0;
	do {
		if (previous.type == GDScriptTokenizer::Token::PERCENT) {
			if (path_state != PATH_STATE_START && path_state != PATH_STATE_SLASH) {
				push_error(R"("%" is only valid in the beginning of a node name (either after "$" or after "/"))");