### 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)

}
									} else {
										HashMap<Ref<Resource>, Ref<Resource>>::Iterator E = resources_local_to_scene.find(res);
										Node *base = i == 0 ? node : ret_nodes[0];
										if (E) {
											value = E->value;
										} else {
											if (p_edit_state == GEN_EDIT_STATE_MAIN) {
												
												res->configure_for_local_scene(base, resources_local_to_scene);
												resources_local_to_scene[res] = res;
											} else {
												
												Ref<Resource> local_dupe = res->duplicate_for_local_scene(base, resources_local_to_scene);
												resources_local_to_scene[res] = local_dupe;
												value = local_dupe;
											}
										}
									}
									
								}
							}
						}
						if (value.get_type() == Variant::ARRAY) {
							Array set_array = value;
							bool is_get_valid = false;
							Variant get_value = node->get(snames[nprops[j].name], &is_get_valid);
							if (is_get_valid && get_value.get_type() == Variant::ARRAY) {
								Array get_array = get_value;
								if (!set_array.is_same_typed(get_array)) {