### 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
emit_changed(get_edited_property(), p_locale);
	update_property();
}
void EditorPropertyLocale::_locale_pressed() {
	if (!dialog) {
		dialog = memnew(EditorLocaleDialog);
		dialog->connect("locale_selected", callable_mp(this, &EditorPropertyLocale::_locale_selected));
		add_child(dialog);
	}
	String locale_code = get_edited_object()->get(get_edited_property());
	dialog->set_locale(locale_code);
	dialog->popup_locale_dialog();
}
void EditorPropertyLocale::update_property() {
	String locale_code = get_edited_object()->get(get_edited_property());
	locale->set_text(locale_code);
	locale->set_tooltip_text(locale_code);
}
void EditorPropertyLocale::setup(const String &p_hint_text) {
}
void EditorPropertyLocale::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE:
		case NOTIFICATION_THEME_CHANGED: {
			locale_edit->set_icon(get_theme_icon(SNAME("Translation"), SNAME("EditorIcons")));
		} break;
	}
}
void EditorPropertyLocale::_locale_focus_exited() {