Custom plugins management/update

I’ve been developing plugins for UE 5.4 since few months ago and i’d like to achieve a way to:
A. Create a Plugin (c++ icluded) into a project “dedicated to plugin developement”

B. pack it and push into UE5.4/plugins/marketplace folder, so other projects can use the same plugin easily

C. Update my plugin after using the developement project, repack it and push it again into maketplace folder.

I don’t know if it’s the right way honestly. What happens is that the marketplace version of the plugin overrides the one stored into the develpement project, so edit the plugin doesn’t work, and it get a mess.
Eventhough i remove the plugin folder from the marketplace one, so i can force the developement project to use its version of the plugin (the one not packed), it seems I should delete intermediate and binaries folders in both plugin and project folders, in order to force Unreal to recompile the plugin using the correct version (the project one i mean).
Is this the “standard” and correct version? should it be easier and more straight? it seems annoyng, time wasting and complicated to me. Should i follow a different workflow?
Thanks in advance for any help.