Repository: godot
Issue: Adding a custom EditorProperty when using parse_property seems to attempt to duplicate the current property
Labels: bug,topic:editor,topic:plugin

### Godot version

3.3.2.stable.official

### System information

Windows 10

### Issue description

I'm attempting to add a custom EditorProperty to the inspector window by using the "parse_property" function in my EditorInspectorPlugin file, and while the property is added, the property at the current "path" in the "parse_property" function seems to override the label and tooltip I've set for the EditorProperty.  The added property functions as expected when using the "parse_category" function instead, but is at the top of the list and I'd prefer to be able to place it where I want it.  

This is the code I currently have for the "parse_property" function to add my EditorProperty:

```
func parse_property(object, type, path, hint, hint_text, usage):
	if path == "autowrap":
		add_property_editor("shrink_text", DynamicLabelShrinkProperty.new())
		return false
```
The end goal is to add the custom property above the "autowrap" property in the Label inspector category.  This does so, but both the label and the tooltip of the custom property are overwritten by the "autowrap" property label and tooltip, unless I set the label in the "_enter_tree" function, then the label works as intended.  The tooltip is still the "autowrap" tooltip no matter where I set the tooltip text.  Currently I'm using the "set_tooltip" function to set the tooltip, and that works when using the "parse_category" function, but not the "parse_property" function.

### Steps to reproduce

If using your own project, try to add an instance of an EditorProperty class under the "parse_property" function at a specific property path using something similar to the code below:
```
extends EditorInspectorPlugin

func can_handle(object):
	return object is Label

# Used to add a prop to the top of the category and show a working
# version of the prop
func parse_category(object, category):
	if category == "Label":
		add_property_editor("custom_prop", CustomProperty.new())

func parse_property(object, type, path, hint, hint_text, usage):
	if path == "autowrap":
		add_property_editor("custom_prop", CustomProperty.new())
		return false
```
```
extends EditorProperty
class_name CustomProperty

var checkbox = CheckBox.new()

func _enter_tree():
	self.set_tooltip("custom_prop::Custom prop description")
	self.label = "Custom Prop"

func _init():
	set_physics_process(false)
	checkbox.text = "On"
	add_child(checkbox)
```

This code should add a custom property thats not functional, but displays the label, checkbox, and tooltip.  In this instance though, the property labeled "Custom Prop" should show the tooltip for "autowrap", and not the custom one the code sets.

I'll also add a project with the above code functioning, just click on the "CustomLabel" child and find the "Custom Prop" property in the inspector under the Label category, the property at the top should have the correct tooltip, while the one above the "autowrap" property should have the "autowrap" tooltip.

### Minimal reproduction project

[CustomProp.zip](https://github.com/godotengine/godot/files/6874175/CustomProp.zip)