### 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
s->call("set_instance_base_type", get_edited_object()->get_class());
	}
	
	Ref<ViewportTexture> vpt = p_resource;
	if (vpt.is_valid()) {
		r = Object::cast_to<Resource>(get_edited_object());
		if (r && r->get_path().is_resource_file()) {
			EditorNode::get_singleton()->show_warning(TTR("Can't create a ViewportTexture on resources saved as a file.\nResource needs to belong to a scene."));
			emit_changed(get_edited_property(), Ref<Resource>());
			update_property();
			return;
		}
		if (r && !r->is_local_to_scene()) {
			EditorNode::get_singleton()->show_warning(TTR("Can't create a ViewportTexture on this resource because it's not set as local to scene.\nPlease switch on the 'local to scene' property on it (and all resources containing it up to a node)."));
			emit_changed(get_edited_property(), Ref<Resource>());
			update_property();
			return;
		}
	}
	emit_changed(get_edited_property(), p_resource);
	update_property();
	if (is_script) {
		
		InspectorDock::get_singleton()->apply_script_properties(get_edited_object());
	}
	
	if (vpt.is_valid() && vpt->get_viewport_path_in_scene().is_empty()) {
		if (!scene_tree) {
			scene_tree = memnew(SceneTreeDialog);
			scene_tree->set_title(TTR("Pick a Viewport"));