### 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)

for (const KeyValue<uint32_t, ObjectID> &E : p_info.recv_nodes) {
		Node *node = tracked_nodes.has(E.value) ? get_id_as<Node>(E.value) : nullptr;
		ERR_CONTINUE(!node);
		node->queue_free();
	}
}
void SceneReplicationInterface::on_peer_change(int p_id, bool p_connected) {
	if (p_connected) {
		peers_info[p_id] = PeerInfo();
		for (const ObjectID &oid : spawned_nodes) {
			_update_spawn_visibility(p_id, oid);
		}
		for (const ObjectID &oid : sync_nodes) {
			_update_sync_visibility(p_id, get_id_as<MultiplayerSynchronizer>(oid));
		}
	} else {
		ERR_FAIL_COND(!peers_info.has(p_id));
		_free_remotes(peers_info[p_id]);
		peers_info.erase(p_id);
	}
}
void SceneReplicationInterface::on_reset() {