### 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
Button *snap = nullptr;
	Button *bezier_edit_icon = nullptr;
	OptionButton *snap_mode = nullptr;
	Button *imported_anim_warning = nullptr;
	void _show_imported_anim_warning();
	Button *dummy_player_warning = nullptr;
	void _show_dummy_player_warning();
	Button *inactive_player_warning = nullptr;
	void _show_inactive_player_warning();
	void _snap_mode_changed(int p_mode);
	Vector<AnimationTrackEdit *> track_edits;
	Vector<AnimationTrackEditGroup *> groups;
	bool animation_changing_awaiting_update = false;
	void _animation_update(); 
	int _get_track_selected();
	void _animation_changed();
	void _update_tracks();
	void _redraw_tracks();
	void _redraw_groups();
	void _check_bezier_exist();
	void _name_limit_changed();
	void _timeline_changed(float p_new_pos, bool p_timeline_only);
	void _track_remove_request(int p_track);
	void _animation_track_remove_request(int p_track, Ref<Animation> p_from_animation);
	void _track_grab_focus(int p_track);
	void _update_scroll(double);
	void _update_step(double p_new_step);
	void _update_length(double p_new_len);
	void _dropped_track(int p_from_track, int p_to_track);
	void _add_track(int p_type);