### Godot version

4.0.dev(2fdaf2919c03ab50f971f2d51616d4ee329d29af)

### System information

any

### Issue description

AnimationPlayer is unintentionally hidden.

https://user-images.githubusercontent.com/61938263/217088704-c1ad44d6-ef7b-4b10-b351-f9f9fa166e39.mp4


### Steps to reproduce

Select AnimationTree -> Select AnimationPlayer

### Minimal reproduction project

N/A
int current_scene_idx = edited_scene_map_elem.key;
			editor_data.set_edited_scene(current_scene_idx);
			Node *current_edited_scene = editor_data.get_edited_scene_root(current_scene_idx);
			
			EditorUndoRedoManager::get_singleton()->clear_history();
			
			editor_data.is_scene_changed(current_scene_idx);
			for (Node *original_node : edited_scene_map_elem.value) {
				
				
				HashMap<NodePath, ModificationNodeEntry> modification_table;
				List<AdditiveNodeEntry> addition_list;
				update_diff_data_for_node(current_edited_scene, original_node, original_node, modification_table, addition_list);
				
				for (const KeyValue<NodePath, ModificationNodeEntry> &modification_table_entry : modification_table) {
					for (Connection conn : modification_table_entry.value.connections_from) {
						conn.signal.get_object()->disconnect(conn.signal.get_name(), conn.callable);
					}
					for (ConnectionWithNodePath cwnp : modification_table_entry.value.connections_to) {
						Connection conn = cwnp.connection;
						if (conn.flags & CONNECT_PERSIST) {
							conn.signal.get_object()->disconnect(conn.signal.get_name(), conn.callable);
						}
					}
				}
				
				List<NodePath> selected_node_paths;
				for (Node *selected_node : editor_selection->get_selected_node_list()) {
					if (selected_node == original_node || original_node->is_ancestor_of(selected_node)) {
						selected_node_paths.push_back(original_node->get_path_to(selected_node));