Okay, so lets examine the root cause of what i was trying to achieve, in a way to goal is to setup a combolist that the user can populate at runtime (c3 runtime, no game run time) having the prepopulated list does not really ensure this.
Let's take a practical example I have a finite state machine behavior, right now the states are defined as strings
so there are ACES like go to state "string", on state "string" entered... it's up to the user to keep track of these dynamic strings. and they could remain strings but when typing them out it would be a better experience to have previously mentioned strings populated in the data list, the same purpose as function description.
the same (but a bit more limiting) could be achieved with a dyanmically populated combo box
where the user could do something like
Add state "string", then in the addon code we can populate a data list array, then on a separate condition it could be on state "combo box" entered where that state it defined
both of these approaches try and solve the same problem of helping the user manage user defined sets of values.
a cleaner way of handling this situation would be some sort of Enum type, but that still would need to handle dynamic population of that data (not just hardcoded).
I hope this illustrates the point i am trying to get across.