### 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
if (found) {
				break;
			}
			cursor_line++;
			cursor_column = 1;
		}
		source = source.replace_first(String::chr(0xFFFF), String());
	}
	tokenizer.set_source_code(source);
	tokenizer.set_cursor_position(cursor_line, cursor_column);
	script_path = p_script_path;
	current = tokenizer.scan();
	
	
	while (current.type == GDScriptTokenizer::Token::ERROR || current.type == GDScriptTokenizer::Token::NEWLINE) {
		if (current.type == GDScriptTokenizer::Token::ERROR) {
			push_error(current.literal);
		}
		current = tokenizer.scan();
	}
#ifdef DEBUG_ENABLED
	
	if (current.type == GDScriptTokenizer::Token::TK_EOF) {
		
		Node *nd = alloc_node<PassNode>();
		nd->start_line = 1;
		nd->start_column = 0;
		nd->end_line = 1;
		nd->leftmost_column = 0;
		nd->rightmost_column = 0;