Right now, both the ~4 and ~6 network panels are broken and are reporting incorrect data. As part of this, the Bps of the individual udon behaviours are shown to use more than double the amount of network bandwidth that is reported in OnPostSerialization.
As this data is internally used by VRChat for rate limiting, this means that udon serialization gets rate limited in as little as 4-6KB per second of total data. When testing, it is more likely to happen when there is a large amount of behaviours syncing a small amount of data, compared to a small amount of behaviours syncing a large amount of data.
Bandwidth usage can be tested with this tool in any world with synced data: https://github.com/Centauri2442/VRCNetworkDebugger
That tool directly reads from OnPostSerialization of all synced behaviours in the scene. You'll notice that the network starts getting rate limited way before it should. You can also directly compare the ~6 Bps values to the values reported through OnPostSerialization, and you'll see that the ~6 values are more than double what is actually being serialized.