### Godot version

4.2 Dev 2

### System information

Win10

### Issue description
   An area node, and setting area.set_deferred ('monitoring', true) in gdscript,and then 4.2 Dev 1 and below are no problem.
Updating to Dev2 failed, and tests found that setting other properties was also ineffective, such as Sprite2D.set_deferred('position', Vector2(100,100))

### Steps to reproduce

add area node in scene
write the code in _read callback

```gdscript
func _ready() -> void:
	area_2d.set_deferred('monitoring',true)
```
run,observe the node properties in the property inspector

### Minimal reproduction project

[test_bug.zip](https://github.com/godotengine/godot/files/12206623/test_bug.zip)

return pages.size() * PAGE_SIZE_BYTES;
}
CallQueue::CallQueue(Allocator *p_custom_allocator, uint32_t p_max_pages, const String &p_error_text) {
	if (p_custom_allocator) {
		allocator = p_custom_allocator;
		allocator_is_custom = true;
	} else {
		allocator = memnew(Allocator(16)); 
		allocator_is_custom = false;
	}
	max_pages = p_max_pages;
	error_text = p_error_text;
}
CallQueue::~CallQueue() {
	clear();
	
	for (uint32_t i = 0; i < pages.size(); i++) {
		allocator->free(pages[i]);
	}
	if (!allocator_is_custom) {
		memdelete(allocator);
	}
	
	if (this == MessageQueue::thread_singleton) {
		MessageQueue::thread_singleton = nullptr;
	}
}
CallQueue *MessageQueue::main_singleton = nullptr;
thread_local CallQueue *MessageQueue::thread_singleton = nullptr;
void MessageQueue::set_thread_singleton_override(CallQueue *p_thread_singleton) {