Quick answer: Replace rset_id(...) with a MultiplayerSynchronizer watching the property.
Old Godot 3.x code uses rset to push state. Project upgraded to 4.x. Compile error or no-op.
The Fix
SceneTree:
Player
MultiplayerSynchronizer
Replication tab:
+ "Player:health" (Sync = On Change)
+ "Player:ammo" (Sync = Always)
# Just write to the property; synchronizer replicates
health -= 10
Property write triggers replication automatically. Cleaner than rset and survives version upgrades.
Verifying
Server changes player.health; clients see update. Without synchronizer: only local change.
“Sync property. Just write.”
Related Issues
For multiplayer sync, see sync property. For RPC silent, see RPC silent.
Synchronizer replaces rset.