You said your data is strings. Since you haven't explained the nature of the data, I'll describe an example scenario: let's say you can talk to random NPCs in a town, and each time you talk to an NPC, they display a random line of dialog text. In this example, we want players to be able to add new lines of random dialog.
Rather than having non-Unity devs contribute by editing a script, you could put the data in a text file. Continuing with the example, let's say there's a Guard NPC with unique lines of dialog. We could simply create a file "GuardRandomDialog.txt" with one line of dialog on each line of the file:
Man, my feet are getting sore.
Move along, there's nothing to see here.
I really wish someone would clean the barracks...
Please stay out of trouble.
With this setup, we can load the dialog with one line of code:
IEnumerable<string> guardRandomDialog = File.ReadLines("Dialog/GuardRandomDialog.txt");
We would then create a separate text file for each type of NPC with random dialog. Simple and easy to work with!
What if the data needs to be in key-value pair format? In this case, you can still use a text file, where the first word of each line is the key. For example, a simple localization file:
go-see-king "The king has requested your presence in the throne room."
find-blacksmith "You can find the blacksmith in the south part of town, just east of the fountain."
garden-no-entry "Only members of the royal household can enter the garden."
For this approach, you would need a few lines of additional code to parse the entries from the file into a dictionary. I don't have time to write up an example at the moment, but you can find plenty of examples online.