### 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)

Vector2 mpos = mb->get_position();
		if (is_layout_rtl()) {
			mpos.x = get_size().x - mpos.x;
		}
		if (!selected && selectable) {
			selected = true;
			emit_signal(SNAME("selected"), property, -1);
			queue_redraw();
		}
		if (keying_rect.has_point(mpos)) {
			accept_event();
			emit_signal(SNAME("property_keyed"), property, use_keying_next());
			if (use_keying_next()) {
				if (property == "frame_coords" && (object->is_class("Sprite2D") || object->is_class("Sprite3D"))) {
					Vector2i new_coords = object->get(property);
					new_coords.x++;
					if (new_coords.x >= int64_t(object->get("hframes"))) {
						new_coords.x = 0;
						new_coords.y++;
					}
					if (new_coords.x < int64_t(object->get("hframes")) && new_coords.y < int64_t(object->get("vframes"))) {
						call_deferred(SNAME("emit_changed"), property, new_coords, "", false);
					}
				} else {
					if (int64_t(object->get(property)) + 1 < (int64_t(object->get("hframes")) * int64_t(object->get("vframes")))) {
						call_deferred(SNAME("emit_changed"), property, object->get(property).operator int64_t() + 1, "", false);
					}
				}
				call_deferred(SNAME("update_property"));
			}