### 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)

config = current->get_replication_config();
	if (config.is_valid() && config->has_property(p_path)) {
		EditorNode::get_singleton()->show_warning(TTR("Property is already being synchronized."));
		return;
	}
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	undo_redo->create_action(TTR("Add property to synchronizer"));
	if (config.is_null()) {
		config.instantiate();
		current->set_replication_config(config);
		undo_redo->add_do_method(current, "set_replication_config", config);
		undo_redo->add_undo_method(current, "set_replication_config", Ref<SceneReplicationConfig>());
		_update_config();
	}
	undo_redo->add_do_method(config.ptr(), "add_property", p_path);
	undo_redo->add_undo_method(config.ptr(), "remove_property", p_path);
	undo_redo->add_do_method(this, "_update_config");
	undo_redo->add_undo_method(this, "_update_config");
	undo_redo->commit_action();
}
void ReplicationEditor::_pick_node_property_selected(String p_name) {