### 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
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneState::get_node_count);
	ClassDB::bind_method(D_METHOD("get_node_type", "idx"), &SceneState::get_node_type);
	ClassDB::bind_method(D_METHOD("get_node_name", "idx"), &SceneState::get_node_name);
	ClassDB::bind_method(D_METHOD("get_node_path", "idx", "for_parent"), &SceneState::get_node_path, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("get_node_owner_path", "idx"), &SceneState::get_node_owner_path);
	ClassDB::bind_method(D_METHOD("is_node_instance_placeholder", "idx"), &SceneState::is_node_instance_placeholder);
	ClassDB::bind_method(D_METHOD("get_node_instance_placeholder", "idx"), &SceneState::get_node_instance_placeholder);
	ClassDB::bind_method(D_METHOD("get_node_instance", "idx"), &SceneState::get_node_instance);
	ClassDB::bind_method(D_METHOD("get_node_groups", "idx"), &SceneState::_get_node_groups);
	ClassDB::bind_method(D_METHOD("get_node_index", "idx"), &SceneState::get_node_index);
	ClassDB::bind_method(D_METHOD("get_node_property_count", "idx"), &SceneState::get_node_property_count);
	ClassDB::bind_method(D_METHOD("get_node_property_name", "idx", "prop_idx"), &SceneState::get_node_property_name);
	ClassDB::bind_method(D_METHOD("get_node_property_value", "idx", "prop_idx"), &SceneState::get_node_property_value);
	ClassDB::bind_method(D_METHOD("get_connection_count"), &SceneState::get_connection_count);
	ClassDB::bind_method(D_METHOD("get_connection_source", "idx"), &SceneState::get_connection_source);
	ClassDB::bind_method(D_METHOD("get_connection_signal", "idx"), &SceneState::get_connection_signal);
	ClassDB::bind_method(D_METHOD("get_connection_target", "idx"), &SceneState::get_connection_target);
	ClassDB::bind_method(D_METHOD("get_connection_method", "idx"), &SceneState::get_connection_method);
	ClassDB::bind_method(D_METHOD("get_connection_flags", "idx"), &SceneState::get_connection_flags);
	ClassDB::bind_method(D_METHOD("get_connection_binds", "idx"), &SceneState::get_connection_binds);
	ClassDB::bind_method(D_METHOD("get_connection_unbinds", "idx"), &SceneState::get_connection_unbinds);
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED);
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE);
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN);
	BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN_INHERITED);
}
SceneState::SceneState() {