### 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
normal = p_anim ? p_anim->get_track_count() : 0;
			reset = p_reset_anim ? p_reset_anim->get_track_count() : 0;
		}
	};
	TrackIndices _confirm_insert(InsertData p_id, TrackIndices p_next_tracks, bool p_reset_wanted, Ref<Animation> p_reset_anim, bool p_create_beziers);
	void _insert_track(bool p_reset_wanted, bool p_create_beziers);
	void _root_removed();
	PropertyInfo _find_hint_for_track(int p_idx, NodePath &r_base_path, Variant *r_current_val = nullptr);
	Ref<ViewPanner> panner;
	void _pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event);
	void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event);
	void _timeline_value_changed(double);
	float insert_key_from_track_call_ofs = 0.0f;
	int insert_key_from_track_call_track = 0;
	void _insert_key_from_track(float p_ofs, int p_track);
	void _add_method_key(const String &p_method);
	void _clear_selection_for_anim(const Ref<Animation> &p_anim);
	void _select_at_anim(const Ref<Animation> &p_anim, int p_track, float p_pos);
	
	struct SelectedKey {
		int track = 0;
		int key = 0;
		bool operator<(const SelectedKey &p_key) const { return track == p_key.track ? key < p_key.key : track < p_key.track; };