You can, but you need to set them on the Class Default Object (CDO) of the Blueprint Generated Class (BPGC), rather than the Blueprint asset itself (which is just a definition of how to build the BPGC). This requires the Blueprint asset itself to be compiled and up-to-date:
# get the generated class of the Blueprint (note the _C)
bp_gc = unreal.load_object(None, "/Game/MyBP.MyBP_C")
# get the Class Default Object (CDO) of the generated class
bp_cdo = unreal.get_default_object(bp_gc)
# set the default property values
bp_cdo.set_editor_property("MyFloatProp", 1.0)
bp_cdo.set_editor_property("MyBoolProp", True)