### 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
if (!read_only) {
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->create_action(TTR("Change Animation Loop"));
		switch (animation->get_loop_mode()) {
			case Animation::LOOP_NONE: {
				undo_redo->add_do_method(animation.ptr(), "set_loop_mode", Animation::LOOP_LINEAR);
			} break;
			case Animation::LOOP_LINEAR: {
				undo_redo->add_do_method(animation.ptr(), "set_loop_mode", Animation::LOOP_PINGPONG);
			} break;
			case Animation::LOOP_PINGPONG: {
				undo_redo->add_do_method(animation.ptr(), "set_loop_mode", Animation::LOOP_NONE);
			} break;
			default:
				break;
		}
		undo_redo->add_do_method(this, "update_values");
		undo_redo->add_undo_method(animation.ptr(), "set_loop_mode", animation->get_loop_mode());
		undo_redo->add_undo_method(this, "update_values");
		undo_redo->commit_action();
	} else {
		String base_path = animation->get_path();
		if (FileAccess::exists(base_path + ".import")) {
			EditorNode::get_singleton()->show_warning(TTR("Can't change loop mode on animation instanced from imported scene."));
		} else {
			EditorNode::get_singleton()->show_warning(TTR("Can't change loop mode on animation embedded in another scene."));
		}
		update_values();
	}
}