@export and underscore members in Godot 4: how to keep internal GDScript state from leaking into scenes
I'm designing a small Godot 4.x project where several scripts hold internal state that should stay private to their owning node. My understanding is that GDScript has no enforced access modifiers, so the leading-underscore convention is the only signal of intent, and any script that can reach the node can still read or write those members at runtime. The par