### Godot version

Godot 4-beta10

### System information

Linux, KDE Neon, OpenGL3, Mesa Intel(R) UHD Graphics (CML GT2)

### Issue description

I can't move to Animation player when I open a AnimatedSprite

See the video:
https://youtu.be/_nyN42rNlTw


### Steps to reproduce

- Open Scene GPlayer
- Select Idle (Animation player) node
- Select Body (Animation sprite) node
- Select animation in bottom tab

### Minimal reproduction project

You can test in my game is open source and don't have many files 👍🏻 

[the-zero-day.zip](https://github.com/godotengine/godot/files/10304677/the-zero-day.zip)

if (autoclear && editor_property_map.has(p_name)) {
		for (EditorProperty *E : editor_property_map[p_name]) {
			if (E->is_checkable()) {
				E->set_checked(true);
			}
		}
	}
	Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
	if (!undo_redo.is_valid() || bool(object->call("_dont_undo_redo"))) {
		object->set(p_name, p_value);
		if (p_refresh_all) {
			_edit_request_change(object, "");
		} else {
			_edit_request_change(object, p_name);
		}
		emit_signal(_prop_edited, p_name);
	} else if (Object::cast_to<MultiNodeEdit>(object)) {
		Object::cast_to<MultiNodeEdit>(object)->set_property_field(p_name, p_value, p_changed_field);
		_edit_request_change(object, p_name);
		emit_signal(_prop_edited, p_name);
	} else {
		undo_redo->create_action(vformat(TTR("Set %s"), p_name), UndoRedo::MERGE_ENDS);
		undo_redo->add_do_property(object, p_name, p_value);
		bool valid = false;
		Variant value = object->get(p_name, &valid);
		if (valid) {
			undo_redo->add_undo_property(object, p_name, value);
		}
		List<StringName> linked_properties;