### 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
editor->set_placeholder(p_hint_text);
				}
				editor->set_string_name(true);
				return editor;
			}
		} break;
		case Variant::NODE_PATH: {
			EditorPropertyNodePath *editor = memnew(EditorPropertyNodePath);
			if (p_hint == PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE && !p_hint_text.is_empty()) {
				editor->setup(p_hint_text, Vector<StringName>(), (p_usage & PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT));
			}
			if (p_hint == PROPERTY_HINT_NODE_PATH_VALID_TYPES && !p_hint_text.is_empty()) {
				Vector<String> types = p_hint_text.split(",", false);
				Vector<StringName> sn = Variant(types); 
				editor->setup(NodePath(), sn, (p_usage & PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT));
			}
			return editor;
		} break;
		case Variant::RID: {
			EditorPropertyRID *editor = memnew(EditorPropertyRID);
			return editor;
		} break;
		case Variant::OBJECT: {
			if (p_hint == PROPERTY_HINT_NODE_TYPE) {
				EditorPropertyNodePath *editor = memnew(EditorPropertyNodePath);
				Vector<String> types = p_hint_text.split(",", false);
				Vector<StringName> sn = Variant(types); 
				editor->setup(NodePath(), sn, false, true);
				return editor;
			} else {