### 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
Node *parent = get_parent();
	EditorProperty *parent_property = nullptr;
	while (parent && !parent_property) {
		parent_property = Object::cast_to<EditorProperty>(parent);
		parent = parent->get_parent();
	}
	if (parent_property) {
		EditorShaderPicker *shader_picker = Object::cast_to<EditorShaderPicker>(resource_picker);
		Object *ed_object = parent_property->get_edited_object();
		const StringName &ed_property = parent_property->get_edited_property();
		
		if ((Object::cast_to<GPUParticles2D>(ed_object) || Object::cast_to<GPUParticles3D>(ed_object)) && ed_property == SNAME("process_material")) {
			shader_picker->set_preferred_mode(Shader::MODE_PARTICLES);
		} else if (Object::cast_to<FogVolume>(ed_object)) {
			shader_picker->set_preferred_mode(Shader::MODE_FOG);
		} else if (Object::cast_to<CanvasItem>(ed_object)) {
			shader_picker->set_preferred_mode(Shader::MODE_CANVAS_ITEM);
		} else if (Object::cast_to<Node3D>(ed_object) || Object::cast_to<Mesh>(ed_object)) {
			shader_picker->set_preferred_mode(Shader::MODE_SPATIAL);
		} else if (Object::cast_to<Sky>(ed_object)) {
			shader_picker->set_preferred_mode(Shader::MODE_SKY);
		}
	}
}
void EditorPropertyResource::_viewport_selected(const NodePath &p_path) {