### Godot version

v4.0.alpha11.official [afdae67cc] (when the feature was added) and newer (still happens in RC6)

### System information

Windows 10

### Issue description

I'm unable to handle when the user sets an exported node property (this feature: https://github.com/godotengine/godot/pull/62185) from a setter in the editor (tool script).

I don't know if this is intentional or not, but for me it was unexpected. I had to revert back to `NodePath`s.

### Steps to reproduce

- Create a scene
- Attach a script to a node
- Add `@tool` at the top of the script
- Export a node property with a setter, preferably with an easy way to see if it executed:
	```
	@export var node:Node:
		set (mod_value):
			prints("node", mod_value)
			node = mod_value
	```
- Save, close and open again the scene to make sure the tool script is running in the editor
- Set the node property from the inspector
- Observe that the setter didn't run

The setter is not bypassed when running the game, it is only bypassed in the editor.

We can compare with a `NodePath` property, which setter is not bypassed regardless if it is in the editor or in game runtime.

### Minimal reproduction project

[nodepath.zip](https://github.com/godotengine/godot/files/10840411/nodepath.zip)

editor_list.push_back(ep);
					}
				}
				if (!editor_list.is_empty()) {
					
					_open_editor_pressed();
					opened_editor = true;
				}
				_update_property_bg();
			}
			if (res.ptr() != sub_inspector->get_edited_object()) {
				sub_inspector->edit(res.ptr());
			}
		} else {
			if (sub_inspector) {
				set_bottom_editor(nullptr);
				memdelete(sub_inspector_vbox);
				sub_inspector = nullptr;
				sub_inspector_vbox = nullptr;
				if (opened_editor) {
					EditorNode::get_singleton()->hide_unused_editors();
					opened_editor = false;
				}
				_update_property_bg();
			}
		}
	}
	resource_picker->set_edited_resource(res);
}
void EditorPropertyResource::collapse_all_folding() {