### 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->create_action(TTR("Animation Multi Change Keyframe Value"), UndoRedo::MERGE_ENDS);
						}
						Ref<Resource> prev = animation->audio_track_get_key_stream(track, key);
						undo_redo->add_do_method(animation.ptr(), "audio_track_set_key_stream", track, key, stream);
						undo_redo->add_undo_method(animation.ptr(), "audio_track_set_key_stream", track, key, prev);
						update_obj = true;
					} else if (name == "start_offset") {
						float value = p_value;
						if (!setting) {
							setting = true;
							undo_redo->create_action(TTR("Animation Multi Change Keyframe Value"), UndoRedo::MERGE_ENDS);
						}
						float prev = animation->audio_track_get_key_start_offset(track, key);
						undo_redo->add_do_method(animation.ptr(), "audio_track_set_key_start_offset", track, key, value);
						undo_redo->add_undo_method(animation.ptr(), "audio_track_set_key_start_offset", track, key, prev);
						update_obj = true;
					} else if (name == "end_offset") {
						float value = p_value;
						if (!setting) {
							setting = true;
							undo_redo->create_action(TTR("Animation Multi Change Keyframe Value"), UndoRedo::MERGE_ENDS);
						}
						float prev = animation->audio_track_get_key_end_offset(track, key);
						undo_redo->add_do_method(animation.ptr(), "audio_track_set_key_end_offset", track, key, value);
						undo_redo->add_undo_method(animation.ptr(), "audio_track_set_key_end_offset", track, key, prev);
						update_obj = true;
					}
				} break;
				case Animation::TYPE_ANIMATION: {
					if (name == "animation") {