### 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
int key = animation->track_find_key(track, key_ofs, Animation::FIND_MODE_APPROX);
	ERR_FAIL_COND_V(key == -1, false);
	String name = p_name;
	if (name == "easing") {
		float val = p_value;
		float prev_val = animation->track_get_key_transition(track, key);
		setting = true;
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->create_action(TTR("Animation Change Transition"), UndoRedo::MERGE_ENDS);
		undo_redo->add_do_method(animation.ptr(), "track_set_key_transition", track, key, val);
		undo_redo->add_undo_method(animation.ptr(), "track_set_key_transition", track, key, prev_val);
		undo_redo->add_do_method(this, "_update_obj", animation);
		undo_redo->add_undo_method(this, "_update_obj", animation);
		undo_redo->commit_action();
		setting = false;
		return true;
	}
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	switch (animation->track_get_type(track)) {
		case Animation::TYPE_POSITION_3D:
		case Animation::TYPE_ROTATION_3D:
		case Animation::TYPE_SCALE_3D: {
			if (name == "position" || name == "rotation" || name == "scale") {