Multiplayer authority issues with Synchronizer and RPCs

Godot Version

4.6.1

Question

Let’s say I have a Player scene that has a MultiplayerSynchronizer node which is configured with client-controlled properties such as position and rotation. For those properties to be effectively controlled by the user whose avatar is this scene, it needs to be set its multiplayer authority to the peer id of his or her game instance. However, if doing so, no RPC can be called from the server to that player’s script, unless the function being called is annotated with “any_peer”, but this is a major security issue as anyone could call critical functiouns that normally only the server would be allowed to call

I’ve read tutorials and posts where people solve this by setting only the multiplayer authority of the Synchronizer that holds the client-controlled properties to the client id, and letting the rest be possessed by default id 1. But in my experience trying to replicate this, it doesnt work. Authority of the parent of the client-side properties’ Synchronizer must be set to the client peer_id, and it seems to not matter what the authority of the Synchronizer itself is. How is this usually solved? Thanks in advance