### 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)

#ifndef SCENE_REPLICATION_CONFIG_H
#define SCENE_REPLICATION_CONFIG_H
#include "core/io/resource.h"
#include "core/variant/typed_array.h"
class SceneReplicationConfig : public Resource {
	GDCLASS(SceneReplicationConfig, Resource);
	OBJ_SAVE_TYPE(SceneReplicationConfig);
	RES_BASE_EXTENSION("repl");
private:
	struct ReplicationProperty {
		NodePath name;
		bool spawn = true;
		bool sync = true;
		bool watch = false;
		bool operator==(const ReplicationProperty &p_to) {