### 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
NodePath p;
	if (pointer_mode) {
		p = get_edited_object()->get(_get_meta_pointer_property());
	} else {
		p = get_edited_object()->get(get_edited_property());
	}
	assign->set_tooltip_text(p);
	if (p == NodePath()) {
		assign->set_icon(Ref<Texture2D>());
		assign->set_text(TTR("Assign..."));
		assign->set_flat(false);
		return;
	}
	assign->set_flat(true);
	Node *base_node = nullptr;
	if (base_hint != NodePath()) {
		if (get_tree()->get_root()->has_node(base_hint)) {
			base_node = get_tree()->get_root()->get_node(base_hint);
		}
	} else {
		base_node = Object::cast_to<Node>(get_edited_object());
	}
	if (!base_node || !base_node->has_node(p)) {