### 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
}
	reset_extents(suite, current);
	int error_count = 0;
	do {
		if (!multiline && previous.type == GDScriptTokenizer::Token::SEMICOLON && check(GDScriptTokenizer::Token::NEWLINE)) {
			break;
		}
		Node *statement = parse_statement();
		if (statement == nullptr) {
			if (error_count++ > 100) {
				push_error("Too many statement errors.", suite);
				break;
			}
			continue;
		}
		suite->statements.push_back(statement);
		
		switch (statement->type) {
			case Node::VARIABLE: {
				VariableNode *variable = static_cast<VariableNode *>(statement);
				const SuiteNode::Local &local = current_suite->get_local(variable->identifier->name);
				if (local.type != SuiteNode::Local::UNDEFINED) {
					push_error(vformat(R"(There is already a %s named "%s" declared in this scope.)", local.get_name(), variable->identifier->name), variable->identifier);
				}
				current_suite->add_local(variable, current_function);
				break;
			}
			case Node::CONSTANT: {
				ConstantNode *constant = static_cast<ConstantNode *>(statement);
				const SuiteNode::Local &local = current_suite->get_local(constant->identifier->name);