### 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
push_error(R"(No pattern found for "match" branch.)");
	}
	if (!consume(GDScriptTokenizer::Token::COLON, R"(Expected ":" after "match" patterns.)")) {
		complete_extents(branch);
		return nullptr;
	}
	SuiteNode *suite = alloc_node<SuiteNode>();
	if (branch->patterns.size() > 0) {
		for (const KeyValue<StringName, IdentifierNode *> &E : branch->patterns[0]->binds) {
			SuiteNode::Local local(E.value, current_function);
			local.type = SuiteNode::Local::PATTERN_BIND;
			suite->add_local(local);
		}
	}
	branch->block = parse_suite("match pattern block", suite);
	complete_extents(branch);
	return branch;
}
GDScriptParser::PatternNode *GDScriptParser::parse_match_pattern(PatternNode *p_root_pattern) {
	PatternNode *pattern = alloc_node<PatternNode>();
	reset_extents(pattern, current);
	switch (current.type) {
		case GDScriptTokenizer::Token::VAR: {
			
			advance();
			if (!consume(GDScriptTokenizer::Token::IDENTIFIER, R"(Expected bind name after "var".)")) {
				complete_extents(pattern);
				return nullptr;
			}
			pattern->pattern_type = PatternNode::PT_BIND;