### 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)

EditorPropertyRangeHint hint;
	hint.step = p_default_step;
	if (is_int) {
		hint.hide_slider = false; 
	}
	Vector<String> slices = p_hint_text.split(",");
	if (p_hint == PROPERTY_HINT_RANGE) {
		ERR_FAIL_COND_V_MSG(slices.size() < 2, hint,
				vformat("Invalid PROPERTY_HINT_RANGE with hint \"%s\": Missing required min and/or max values.", p_hint_text));
		hint.or_greater = false; 
		hint.or_less = false;
		hint.min = slices[0].to_float();
		hint.max = slices[1].to_float();
		if (slices.size() >= 3 && slices[2].is_valid_float()) {
			
			hint.step = slices[2].to_float();
		}
		hint.hide_slider = false;
		for (int i = 2; i < slices.size(); i++) {
			String slice = slices[i].strip_edges();
			if (slice == "or_greater") {
				hint.or_greater = true;
			} else if (slice == "or_less") {
				hint.or_less = true;