### 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)

Variant::PACKED_INT32_ARRAY,
		Variant::PACKED_INT64_ARRAY,
		Variant::PACKED_FLOAT32_ARRAY,
		Variant::PACKED_FLOAT64_ARRAY,
		Variant::PACKED_STRING_ARRAY,
		Variant::PACKED_VECTOR2_ARRAY,
		Variant::PACKED_VECTOR3_ARRAY,
		Variant::PACKED_COLOR_ARRAY
	};
	prop_selector->set_type_filter(types);
	prop_selector->connect("selected", callable_mp(this, &ReplicationEditor::_pick_node_property_selected));
	HBoxContainer *hb = memnew(HBoxContainer);
	vb->add_child(hb);
	add_pick_button = memnew(Button);
	add_pick_button->connect("pressed", callable_mp(this, &ReplicationEditor::_pick_new_property));
	add_pick_button->set_text(TTR("Add property to sync..."));
	hb->add_child(add_pick_button);
	VSeparator *vs = memnew(VSeparator);
	vs->set_custom_minimum_size(Size2(30 * EDSCALE, 0));
	hb->add_child(vs);
	hb->add_child(memnew(Label(TTR("Path:"))));
	np_line_edit = memnew(LineEdit);
	np_line_edit->set_placeholder(":property");
	np_line_edit->set_h_size_flags(SIZE_EXPAND_FILL);
	np_line_edit->connect("text_submitted", callable_mp(this, &ReplicationEditor::_np_text_submitted));
	hb->add_child(np_line_edit);
	add_from_path_button = memnew(Button);
	add_from_path_button->connect("pressed", callable_mp(this, &ReplicationEditor::_add_pressed));
	add_from_path_button->set_text(TTR("Add from path"));
	hb->add_child(add_from_path_button);