### 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
float zv = zoom->get_max() - zoom->get_value();
	if (zv < 1) {
		zv = 1.0 - zv;
		return Math::pow(1.0f + zv, 8.0f) * 100;
	} else {
		return 1.0 / Math::pow(zv, 8.0f) * 100;
	}
}
void AnimationTimelineEdit::_anim_length_changed(double p_new_len) {
	if (editing) {
		return;
	}
	p_new_len = MAX(0.0001, p_new_len);
	if (use_fps && animation->get_step() > 0) {
		p_new_len *= animation->get_step();
	}
	editing = true;
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	undo_redo->create_action(TTR("Change Animation Length"), UndoRedo::MERGE_ENDS);
	undo_redo->add_do_method(animation.ptr(), "set_length", p_new_len);
	undo_redo->add_undo_method(animation.ptr(), "set_length", animation->get_length());
	undo_redo->commit_action();
	editing = false;
	queue_redraw();
	emit_signal(SNAME("length_changed"), p_new_len);
}
void AnimationTimelineEdit::_anim_loop_pressed() {