### 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)

switch (p_var.get_type()) {
		case Variant::RID:
		case Variant::OBJECT:
			return false;
		case Variant::ARRAY: {
			const Array &arr = p_var;
			if (arr.is_typed()) {
				const uint32_t type = arr.get_typed_builtin();
				return (type != Variant::RID) && (type != Variant::OBJECT);
			}
			return true;
		}
		default:
			return true;
	}
}
void ReplicationEditor::_add_property(const NodePath &p_property, bool p_spawn, bool p_sync, bool p_watch) {
	String prop = String(p_property);
	TreeItem *item = tree->create_item();
	item->set_selectable(0, false);
	item->set_selectable(1, false);
	item->set_selectable(2, false);
	item->set_selectable(3, false);
	item->set_selectable(4, false);
	item->set_text(0, prop);
	item->set_metadata(0, prop);
	Node *root_node = current && !current->get_root_path().is_empty() ? current->get_node(current->get_root_path()) : nullptr;
	Ref<Texture2D> icon = _get_class_icon(root_node);
	if (root_node) {
		String path = prop.substr(0, prop.find(":"));