### 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)

for (const KeyValue<int, PeerInfo> &E : peers_info) {
		_free_remotes(E.value);
	}
	peers_info.clear();
	
	for (KeyValue<ObjectID, TrackedNode> &E : tracked_nodes) {
		TrackedNode &tobj = E.value;
		tobj.net_id = 0;
		tobj.remote_peer = 0;
	}
	for (const ObjectID &oid : sync_nodes) {
		MultiplayerSynchronizer *sync = get_id_as<MultiplayerSynchronizer>(oid);
		ERR_CONTINUE(!sync);
		sync->reset();
	}
	last_net_id = 0;
}
void SceneReplicationInterface::on_network_process() {