### Godot version

4.1.dev4

### System information

Windows 10 Godot 4.1.dev4

### Issue description

The watched property in the Multiplayer Synchronizer node is supposed to pass the variable through the network only when it changes, but as I use the network profiler, it is evidently not working as intended

### Steps to reproduce

Open 2 debug instances on the project I will give, use the network profiler and you will see the variable does not change, although it goes up to 780b/s on the network

### Minimal reproduction project

[minimalproject.zip](https://github.com/godotengine/godot/files/11659414/minimalproject.zip)

Vector<Variant::Type> types = {
		Variant::BOOL,
		Variant::INT,
		Variant::FLOAT,
		Variant::STRING,
		Variant::VECTOR2,
		Variant::VECTOR2I,
		Variant::RECT2,
		Variant::RECT2I,
		Variant::VECTOR3,
		Variant::VECTOR3I,
		Variant::TRANSFORM2D,
		Variant::VECTOR4,
		Variant::VECTOR4I,
		Variant::PLANE,
		Variant::QUATERNION,
		Variant::AABB,
		Variant::BASIS,
		Variant::TRANSFORM3D,
		Variant::PROJECTION,
		Variant::COLOR,
		Variant::STRING_NAME,
		Variant::NODE_PATH,
		
		
		Variant::SIGNAL,
		Variant::DICTIONARY,
		Variant::ARRAY,
		Variant::PACKED_BYTE_ARRAY,