How to use Unity's internal array component in a custom editor?

I have these arrays in the gameobject, one is drawn using Unity’s internal editor, the other with my custom inspector, just to showcase my problem:

public Object[] objectsUnityEditor = new Object[0];

[HideInInspector]
public Object[] objectsCustomEditor = new Object[0];

The problem: It doesn’t work in a custom inspector. This here:

public override void OnInspectorGUI()
{
  serializedObject.Update();

  base.DrawDefaultInspector();

  EditorGUILayout.PropertyField(objectsCustomEditor);

  serializedObject.ApplyModifiedProperties();
}

Results in the array editor for objectsCustomEditor not being drawn, but the automatic for objectsUnityEditor is displayed:

6956909--819026--editor.png

Question: What do I have to do that PropertyField used Unity’s internal editor for the array?

Update: I figured how to create an editor via code, but I rather use Unity’s internal one for the array.

Code looks like this:

bool expanded = true;
public override void OnInspectorGUI()
{
    serializedObject.Update();

    base.DrawDefaultInspector();

    // TODO: this isn't working:
    // EditorGUILayout.PropertyField(objectsCustomEditor);
  
    // custom array
    expanded = EditorGUILayout.Foldout(expanded, new GUIContent("Objects Custom Editor"), true);
    if (expanded)
    {
        EditorGUI.indentLevel++;
        {
            objectsCustomEditor.arraySize = EditorGUILayout.IntField("Size", objectsCustomEditor.arraySize);
            for (int i = 0; i < objectsCustomEditor.arraySize; i++)
            {
                EditorGUILayout.PropertyField(objectsCustomEditor.GetArrayElementAtIndex(i), new GUIContent(string.Format("Element {0}", i)));
            }
        }
        EditorGUI.indentLevel--;
    }

    serializedObject.ApplyModifiedProperties();
}

and would look like this:

6956918--819038--editor2.png

But doing it manually just isn’t future proof.