### 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)

continue;
		}
		Node *node = sync->get_root_node();
		if (sync->get_multiplayer_authority() != p_from || !node) {
			
			ofs += size;
			ERR_CONTINUE_MSG(true, "Ignoring sync data from non-authority or for missing node.");
		}
		if (!sync->update_inbound_sync_time(time)) {
			
			ofs += size;
			continue;
		}
		const List<NodePath> props = sync->get_replication_config()->get_sync_properties();
		Vector<Variant> vars;
		vars.resize(props.size());
		int consumed;
		Error err = MultiplayerAPI::decode_and_decompress_variants(vars, &p_buffer[ofs], size, consumed);
		ERR_FAIL_COND_V(err, err);
		err = MultiplayerSynchronizer::set_state(props, node, vars);
		ERR_FAIL_COND_V(err, err);
		ofs += size;
		sync->emit_signal(SNAME("synchronized"));
#ifdef DEBUG_ENABLED
		_profile_node_data("sync_in", sync->get_instance_id(), size);
#endif
	}
	return OK;
}
void SceneReplicationInterface::set_max_sync_packet_size(int p_size) {