### Godot version

4.1.dev4

### System information

Windows 10 - Godot 4.1.dev4 - Compatibility

### Issue description

When you syncronize 2 variables and both are in watched mode (taking out the "sync" property too) the server crashes

### Steps to reproduce

Create a MultiplayerSynchronizer, export 2 variables from a script, connect the server and the client and the server will crash instantly

In the project I give, the server and client are connected automatically when you use 2 debug instances when pressing play

### Minimal reproduction project

[minimalproject.zip](https://github.com/godotengine/godot/files/11665652/minimalproject.zip)

#include "scene_replication_interface.h"
#include "scene_multiplayer.h"
#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
#include "scene/main/node.h"
#include "scene/scene_string_names.h"
#define MAKE_ROOM(m_amount)             \
	if (packet_cache.size() < m_amount) \
		packet_cache.resize(m_amount);
#ifdef DEBUG_ENABLED
_FORCE_INLINE_ void SceneReplicationInterface::_profile_node_data(const String &p_what, ObjectID p_id, int p_size) {
	if (EngineDebugger::is_profiling("multiplayer:replication")) {
		Array values;
		values.push_back(p_what);
		values.push_back(p_id);
		values.push_back(p_size);
		EngineDebugger::profiler_add_frame_data("multiplayer:replication", values);
	}
}
#endif
SceneReplicationInterface::TrackedNode &SceneReplicationInterface::_track(const ObjectID &p_id) {