### 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)

if (current == p_sync) {
		return;
	}
	current = p_sync;
	if (current) {
		config = current->get_replication_config();
	} else {
		config.unref();
	}
	_update_config();
}
Ref<Texture2D> ReplicationEditor::_get_class_icon(const Node *p_node) {
	if (!p_node || !has_theme_icon(p_node->get_class(), "EditorIcons")) {
		return get_theme_icon(SNAME("ImportFail"), SNAME("EditorIcons"));
	}
	return get_theme_icon(p_node->get_class(), "EditorIcons");
}
static bool can_sync(const Variant &p_var) {