### Godot version

9f12e7b52d944

### System information

arch linux

### Issue description

Attempting to edit from the editor a typed array exported from a tool script fails, any value is immediately reset, setters are never called.

### Steps to reproduce

Create a script such as follows and try to add and then change items of the array in the inspector.


```gdscript
@tool
extends Node

@export var x: Array[String]
```

### Minimal reproduction project

n/a
base_node = Object::cast_to<Node>(get_edited_object());
		if (!base_node) {
			
			if (EditorNode::get_singleton()->get_editor_selection_history()->get_path_size() > 0) {
				Object *base = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_selection_history()->get_path_object(0));
				if (base) {
					base_node = Object::cast_to<Node>(base);
				}
			}
		}
	}
	if (!base_node && get_edited_object()->has_method("get_root_path")) {
		base_node = Object::cast_to<Node>(get_edited_object()->call("get_root_path"));
	}
	if (!base_node && Object::cast_to<RefCounted>(get_edited_object())) {
		Node *to_node = get_node(p_path);
		ERR_FAIL_COND(!to_node);
		path = get_tree()->get_edited_scene_root()->get_path_to(to_node);
	}
	if (base_node) { 
		path = base_node->get_path().rel_path_to(p_path);
	}
	if (pointer_mode && base_node) {
		emit_changed(_get_meta_pointer_property(), path);
	} else {
		emit_changed(get_edited_property(), path);
	}
	update_property();
}
void EditorPropertyNodePath::_node_assign() {