### 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
Vector<Property> properties;
		Vector<int> groups;
	};
	struct DeferredNodePathProperties {
		Node *base = nullptr;
		StringName property;
		NodePath path;
	};
	Vector<NodeData> nodes;
	struct ConnectionData {
		int from = 0;
		int to = 0;
		int signal = 0;
		int method = 0;
		int flags = 0;
		int unbinds = 0;
		Vector<int> binds;
	};
	Vector<ConnectionData> connections;
	Error _parse_node(Node *p_owner, Node *p_node, int p_parent_idx, HashMap<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, HashMap<Node *, int> &node_map, HashMap<Node *, int> &nodepath_map);
	Error _parse_connections(Node *p_owner, Node *p_node, HashMap<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, HashMap<Node *, int> &node_map, HashMap<Node *, int> &nodepath_map);
	String path;
	uint64_t last_modified_time = 0;
	static bool disable_placeholders;
	Vector<String> _get_node_groups(int p_idx) const;
	int _find_base_scene_node_remap_key(int p_idx) const;
protected:
	static void _bind_methods();
public:
	enum {