### 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)

Node *parent = get_parent();
	EditorProperty *parent_property = nullptr;
	while (parent && !parent_property) {
		parent_property = Object::cast_to<EditorProperty>(parent);
		parent = parent->get_parent();
	}
	if (parent_property) {
		EditorShaderPicker *shader_picker = Object::cast_to<EditorShaderPicker>(resource_picker);
		Object *ed_object = parent_property->get_edited_object();
		const StringName &ed_property = parent_property->get_edited_property();
		
		if ((Object::cast_to<GPUParticles2D>(ed_object) || Object::cast_to<GPUParticles3D>(ed_object)) && ed_property == SNAME("process_material")) {
			shader_picker->set_preferred_mode(Shader::MODE_PARTICLES);
		} else if (Object::cast_to<FogVolume>(ed_object)) {
			shader_picker->set_preferred_mode(Shader::MODE_FOG);
		} else if (Object::cast_to<CanvasItem>(ed_object)) {
			shader_picker->set_preferred_mode(Shader::MODE_CANVAS_ITEM);
		} else if (Object::cast_to<Node3D>(ed_object) || Object::cast_to<Mesh>(ed_object)) {
			shader_picker->set_preferred_mode(Shader::MODE_SPATIAL);
		} else if (Object::cast_to<Sky>(ed_object)) {
			shader_picker->set_preferred_mode(Shader::MODE_SKY);
		}
	}
}
void EditorPropertyResource::_viewport_selected(const NodePath &p_path) {