Not as-is, because the overrides are stored in a mod-data prototype which afaik is read-only at runtime. There's likely a way around it, but not one that I know of without storing the override values in save game's runtime storage or something.
Why do you need to read rotation speed at all though? Day-night cycle time should be available in the planet prototype, so you could use that to decide what multiplier each planet should have right? I imagine Vulcanus would be 7m/1.5m = ~4.7 times faster than Nauvis right?
Or are you planning on a more complicated formula than that? If so I can investigate more into runtime modifications when I get the chance. (No promises I find a workaround though)