### 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)

String prop_name = p_name;
	if (prop_name.begins_with("properties/")) {
		int idx = prop_name.get_slicec('/', 1).to_int();
		String what = prop_name.get_slicec('/', 2);
		ERR_FAIL_INDEX_V(idx, properties.size(), false);
		const ReplicationProperty &prop = properties[idx];
		if (what == "path") {
			r_ret = prop.name;
			return true;
		} else if (what == "sync") {
			r_ret = prop.sync;
			return true;
		} else if (what == "spawn") {
			r_ret = prop.spawn;
			return true;
		} else if (what == "watch") {
			r_ret = prop.watch;
			return true;
		}
	}
	return false;
}
void SceneReplicationConfig::_get_property_list(List<PropertyInfo> *p_list) const {