Hi,
that's very tricky actually...
typically, all sliders shoudl be slaved by a "Manager" fsm, and you only communicate via this manager.
everytime the user moves a slider, you'll be sending the new slider value to the manager, and the manager will do the math and update all sliders.
now the trouble comes when the user is dragging too much, you'll enter an infinite loop, the user drags 1 unit more, the manager corrects it, which means the slider sends again an update, etc etc.
typically, sliders should send an update of their value to the manager only if you detect a user interact, that will solve all sliders but th eone the user is interacting.
I would try the following. the slider you drag is only an indicator, and the real value of the slider is shown on a text field, so when the user slides too much, it's ok, you don't update the slider itself, but just the text field showing the value, that can be different from the slider value. when the user release the slider, you adjust the slider to reflect the true value from the manager.
this way you'll have a chance to avoid infinite looping. So in short, update everything back but the slider the user is interacting on, and adjust that slider when interaction ends ( jumping back if the user was off limits)
two way bindings is unfortunatly a nightmare in Unity, I whish they inspired from Adobe Flex, which has incredible power on that front... oh well... )
Bye,
Jean