### 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
complete_extents(get_node);
				return nullptr;
			}
			get_node->full_path += "%";
			path_state = PATH_STATE_PERCENT;
		} else if (previous.type == GDScriptTokenizer::Token::SLASH) {
			if (path_state != PATH_STATE_START && path_state != PATH_STATE_NODE_NAME) {
				push_error(R"("/" is only valid at the beginning of the path or after a node name.)");
				complete_extents(get_node);
				return nullptr;
			}
			get_node->full_path += "/";
			path_state = PATH_STATE_SLASH;
		}
		make_completion_context(COMPLETION_GET_NODE, get_node, context_argument++);
		if (match(GDScriptTokenizer::Token::LITERAL)) {
			if (previous.literal.get_type() != Variant::STRING) {
				String previous_token;
				switch (path_state) {
					case PATH_STATE_START:
						previous_token = "$";
						break;
					case PATH_STATE_PERCENT:
						previous_token = "%";
						break;
					case PATH_STATE_SLASH:
						previous_token = "/";
						break;
					default:
						break;