Kinda. Any data that the shader uses within the shader code itself is passed every frame, though that may not mean it gets fully calculated each frame, or reuploaded to the GPU. But also you shouldn’t worry about it. For the standard shader potentially several hundred floats worth of data is being set on each shader every frame for dynamic objects, and that’s fine, that’s just kind of how real time graphics APIs work. Having 100 properties on your shader isn’t likely to be a problem.
I mean, maybe? The difference between a uniform being in the properties or not really just comes down if those properties are saved in the asset. The values have to be set every frame regardless.
Think about it this way. The way real-time rendering works is the CPU says “render this mesh with this shader with these uniforms”. Every single pass is basically setting all of the needed uniforms over and over.