### Godot version

v4.0.alpha11.official [afdae67cc] (when the feature was added) and newer (still happens in RC6)

### System information

Windows 10

### Issue description

I'm unable to handle when the user sets an exported node property (this feature: https://github.com/godotengine/godot/pull/62185) from a setter in the editor (tool script).

I don't know if this is intentional or not, but for me it was unexpected. I had to revert back to `NodePath`s.

### Steps to reproduce

- Create a scene
- Attach a script to a node
- Add `@tool` at the top of the script
- Export a node property with a setter, preferably with an easy way to see if it executed:
	```
	@export var node:Node:
		set (mod_value):
			prints("node", mod_value)
			node = mod_value
	```
- Save, close and open again the scene to make sure the tool script is running in the editor
- Set the node property from the inspector
- Observe that the setter didn't run

The setter is not bypassed when running the game, it is only bypassed in the editor.

We can compare with a `NodePath` property, which setter is not bypassed regardless if it is in the editor or in game runtime.

### Minimal reproduction project

[nodepath.zip](https://github.com/godotengine/godot/files/10840411/nodepath.zip)

for (int i = 0; i < 12; i++) {
		spin[i]->set_read_only(p_read_only);
	}
}
void EditorPropertyTransform3D::_value_changed(double val, const String &p_name) {
	if (setting) {
		return;
	}
	Transform3D p;
	p.basis[0][0] = spin[0]->get_value();
	p.basis[0][1] = spin[1]->get_value();
	p.basis[0][2] = spin[2]->get_value();
	p.origin[0] = spin[3]->get_value();
	p.basis[1][0] = spin[4]->get_value();
	p.basis[1][1] = spin[5]->get_value();
	p.basis[1][2] = spin[6]->get_value();
	p.origin[1] = spin[7]->get_value();
	p.basis[2][0] = spin[8]->get_value();
	p.basis[2][1] = spin[9]->get_value();
	p.basis[2][2] = spin[10]->get_value();
	p.origin[2] = spin[11]->get_value();
	emit_changed(get_edited_property(), p, p_name);
}
void EditorPropertyTransform3D::update_property() {
	update_using_transform(get_edited_property_value());
}
void EditorPropertyTransform3D::update_using_transform(Transform3D p_transform) {