### 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
if (selection.size() && animation.is_valid() && (!transpose || (_get_track_selected() >= 0 && _get_track_selected() < animation->get_track_count()))) {
		int top_track = 0x7FFFFFFF;
		float top_time = 1e10;
		for (RBMap<SelectedKey, KeyInfo>::Element *E = selection.back(); E; E = E->prev()) {
			const SelectedKey &sk = E->key();
			float t = animation->track_get_key_time(sk.track, sk.key);
			if (t < top_time) {
				top_time = t;
			}
			if (sk.track < top_track) {
				top_track = sk.track;
			}
		}
		ERR_FAIL_COND(top_track == 0x7FFFFFFF || top_time == 1e10);
		
		int start_track = transpose ? _get_track_selected() : top_track;
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->create_action(TTR("Animation Duplicate Keys"));
		List<Pair<int, float>> new_selection_values;
		for (RBMap<SelectedKey, KeyInfo>::Element *E = selection.back(); E; E = E->prev()) {
			const SelectedKey &sk = E->key();
			float t = animation->track_get_key_time(sk.track, sk.key);
			float dst_time = t + (timeline->get_play_position() - top_time);
			int dst_track = sk.track + (start_track - top_track);
			if (dst_track < 0 || dst_track >= animation->get_track_count()) {
				continue;
			}