How to Create a bindable property, like the ones in the UMG (ex: TextBlock)

Just a theory, but you can test it.
The UTextBlock’s Text property has a BlueprintSetter in it

UPROPERTY(EditAnywhere, BlueprintReadWrite, Getter, Setter, BlueprintGetter="GetText", BlueprintSetter="SetText", Category="Content", meta = (MultiLine = "true"))
FText Text;

and a respective SetText(FText InText) function.

Maybe you need to do the same?