### 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
ClassNode *n_class = alloc_node<ClassNode>();
	ClassNode *previous_class = current_class;
	current_class = n_class;
	n_class->outer = previous_class;
	if (consume(GDScriptTokenizer::Token::IDENTIFIER, R"(Expected identifier for the class name after "class".)")) {
		n_class->identifier = parse_identifier();
		if (n_class->outer) {
			String fqcn = n_class->outer->fqcn;
			if (fqcn.is_empty()) {
				fqcn = script_path;
			}
			n_class->fqcn = fqcn + "::" + n_class->identifier->name;
		} else {
			n_class->fqcn = n_class->identifier->name;
		}
	}
	if (match(GDScriptTokenizer::Token::EXTENDS)) {
		parse_extends();
	}
	consume(GDScriptTokenizer::Token::COLON, R"(Expected ":" after class declaration.)");
	bool multiline = match(GDScriptTokenizer::Token::NEWLINE);
	if (multiline && !consume(GDScriptTokenizer::Token::INDENT, R"(Expected indented block after class declaration.)")) {
		current_class = previous_class;
		complete_extents(n_class);
		return n_class;