### 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)

Ref<InputEventMouse> me = p_event;
	if (me.is_valid()) {
		Vector2 mpos = me->get_position();
		if (is_layout_rtl()) {
			mpos.x = get_size().x - mpos.x;
		}
		bool button_left = (me->get_button_mask() & MouseButton::MASK_LEFT) != MouseButton::NONE;
		bool new_keying_hover = keying_rect.has_point(mpos) && !button_left;
		if (new_keying_hover != keying_hover) {
			keying_hover = new_keying_hover;
			queue_redraw();
		}
		bool new_delete_hover = delete_rect.has_point(mpos) && !button_left;
		if (new_delete_hover != delete_hover) {
			delete_hover = new_delete_hover;
			queue_redraw();
		}
		bool new_revert_hover = revert_rect.has_point(mpos) && !button_left;
		if (new_revert_hover != revert_hover) {
			revert_hover = new_revert_hover;
			queue_redraw();
		}
		bool new_check_hover = check_rect.has_point(mpos) && !button_left;
		if (new_check_hover != check_hover) {
			check_hover = new_check_hover;
			queue_redraw();
		}
	}
	Ref<InputEventMouseButton> mb = p_event;
	if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT) {