### 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
disable_placeholders = p_disable;
}
bool SceneState::is_connection(int p_node, const StringName &p_signal, int p_to_node, const StringName &p_to_method) const {
	ERR_FAIL_COND_V(p_node < 0, false);
	ERR_FAIL_COND_V(p_to_node < 0, false);
	if (p_node < nodes.size() && p_to_node < nodes.size()) {
		int signal_idx = -1;
		int method_idx = -1;
		for (int i = 0; i < names.size(); i++) {
			if (names[i] == p_signal) {
				signal_idx = i;
			} else if (names[i] == p_to_method) {
				method_idx = i;
			}
		}
		if (signal_idx >= 0 && method_idx >= 0) {
			
			for (int i = 0; i < connections.size(); i++) {
				if (connections[i].from == p_node && connections[i].to == p_to_node && connections[i].signal == signal_idx && connections[i].method == method_idx) {
					return true;
				}
			}
		}
	}
	if (base_scene_node_remap.has(p_node) && base_scene_node_remap.has(p_to_node)) {
		return get_base_scene_state()->is_connection(base_scene_node_remap[p_node], p_signal, base_scene_node_remap[p_to_node], p_to_method);
	}
	return false;
}
void SceneState::set_bundled_scene(const Dictionary &p_dictionary) {