### 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
ERR_FAIL_INDEX_V(p_idx, connections.size(), NodePath());
	if (connections[p_idx].to & FLAG_ID_IS_PATH) {
		return node_paths[connections[p_idx].to & FLAG_MASK];
	} else {
		return get_node_path(connections[p_idx].to & FLAG_MASK);
	}
}
StringName SceneState::get_connection_method(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, connections.size(), StringName());
	return names[connections[p_idx].method];
}
int SceneState::get_connection_flags(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, connections.size(), -1);
	return connections[p_idx].flags;
}
int SceneState::get_connection_unbinds(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, connections.size(), -1);
	return connections[p_idx].unbinds;
}
Array SceneState::get_connection_binds(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, connections.size(), Array());
	Array binds;
	for (int i = 0; i < connections[p_idx].binds.size(); i++) {
		binds.push_back(variants[connections[p_idx].binds[i]]);
	}
	return binds;
}
bool SceneState::has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method, bool p_no_inheritance) {