### 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
tc.enabled = animation->track_is_enabled(idx);
						for (int i = 0; i < animation->track_get_key_count(idx); i++) {
							TrackClipboard::Key k;
							k.time = animation->track_get_key_time(idx, i);
							k.value = animation->track_get_key_value(idx, i);
							k.transition = animation->track_get_key_transition(idx, i);
							tc.keys.push_back(k);
						}
						track_clipboard.push_back(tc);
					}
					it = it->get_next();
				}
			}
		} break;
		case EDIT_PASTE_TRACKS: {
			if (track_clipboard.size() == 0) {
				EditorNode::get_singleton()->show_warning(TTR("Clipboard is empty!"));
				break;
			}
			int base_track = animation->get_track_count();
			EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
			undo_redo->create_action(TTR("Paste Tracks"));
			for (int i = 0; i < track_clipboard.size(); i++) {
				undo_redo->add_do_method(animation.ptr(), "add_track", track_clipboard[i].track_type);
				Node *exists = nullptr;
				NodePath path = track_clipboard[i].base_path;
				if (root) {
					NodePath np = track_clipboard[i].full_path;
					exists = root->get_node(np);
					if (exists) {