### 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
if (p_node != p_owner && p_node->get_owner() && p_node->get_owner() != p_owner && !p_owner->is_editable_instance(p_node->get_owner())) {
		return OK;
	}
	List<MethodInfo> _signals;
	p_node->get_signal_list(&_signals);
	_signals.sort();
	
	
	for (const MethodInfo &E : _signals) {
		List<Node::Connection> conns;
		p_node->get_signal_connection_list(E.name, &conns);
		conns.sort();
		for (const Node::Connection &F : conns) {
			const Node::Connection &c = F;
			if (!(c.flags & CONNECT_PERSIST)) { 
				continue;
			}
			
			
			Node *target = Object::cast_to<Node>(c.callable.get_object());
			if (!target) {
				continue;
			}
			Vector<Variant> binds;
			int unbinds = 0;
			Callable base_callable;
			if (c.callable.is_custom()) {
				CallableCustomBind *ccb = dynamic_cast<CallableCustomBind *>(c.callable.get_custom());