### Godot version

4.0.stable

### System information

Windows 10, Forward+, GTX 1070 driver 528.49

### Issue description

When trying to edit the handle mode of a bezier cruve key from the inspector tab, the mode doesn't change. It works fine when right clicking on the key and setting the handle mode from here though. 

https://user-images.githubusercontent.com/24484962/222379540-29d71b6d-ff0c-4a21-9905-9750d0581fda.mp4



### Steps to reproduce

On an animation track using a bezier curve, select a key and try to change the handle mode from the inspector tab

### Minimal reproduction project

N/A
}
		undo_redo->add_do_method(this, "_clear_selection", false);
		undo_redo->add_do_method(p_from_animation.ptr(), "remove_track", idx);
		undo_redo->add_undo_method(p_from_animation.ptr(), "add_track", p_from_animation->track_get_type(idx), idx);
		undo_redo->add_undo_method(p_from_animation.ptr(), "track_set_path", idx, p_from_animation->track_get_path(idx));
		
		for (int i = 0; i < p_from_animation->track_get_key_count(idx); i++) {
			Variant v = p_from_animation->track_get_key_value(idx, i);
			float time = p_from_animation->track_get_key_time(idx, i);
			float trans = p_from_animation->track_get_key_transition(idx, i);
			undo_redo->add_undo_method(p_from_animation.ptr(), "track_insert_key", idx, time, v);
			undo_redo->add_undo_method(p_from_animation.ptr(), "track_set_key_transition", idx, i, trans);
		}
		undo_redo->add_undo_method(p_from_animation.ptr(), "track_set_interpolation_type", idx, p_from_animation->track_get_interpolation_type(idx));
		if (p_from_animation->track_get_type(idx) == Animation::TYPE_VALUE) {
			undo_redo->add_undo_method(p_from_animation.ptr(), "value_track_set_update_mode", idx, p_from_animation->value_track_get_update_mode(idx));
		}
		if (animation->track_get_type(idx) == Animation::TYPE_AUDIO) {
			undo_redo->add_undo_method(animation.ptr(), "audio_track_set_use_blend", idx, animation->audio_track_is_use_blend(idx));
		}
		undo_redo->commit_action();
	}
}
void AnimationTrackEditor::_track_grab_focus(int p_track) {
	
	if (Object::cast_to<AnimationTrackEdit>(get_viewport()->gui_get_focus_owner())) {
		track_edits[p_track]->grab_focus();
	}
}
void AnimationTrackEditor::set_anim_pos(float p_pos) {