StateTree blueprint binding protected C++ property

As you can see, the Context Actor in the StateTree has a property named StaminaComponent.
In a previous version of the Engine I just had the property inside the Actor like this:

protected:
UPROPERTY(EditDefaultsOnly)
TObjectPtr<UStaminaComponent> StaminaComponent;

And I could bind it without any problems as the image show (Actor.StaminaComponent)
Now in 5.5.1 this property needs to be public instead of protected for it to work, as you can see in the image it only shows “Promote to Parameter” (removing the Binding and trying to set it again too).
I’ve also tried:

UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(PrivateAccess="true"))

But no success.

Any ideas? Is it a 5.5.1 StateTree bug? Or a new way of handling Bindings only with public attributes?