### 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 (res.is_valid()) {
		property_info_base = res;
		if (r_current_val) {
			*r_current_val = res->get_indexed(leftover_path);
		}
	} else if (node) {
		property_info_base = node;
		if (r_current_val) {
			*r_current_val = node->get_indexed(leftover_path);
		}
	}
	for (int i = 0; i < leftover_path.size() - 1; i++) {
		bool valid;
		property_info_base = property_info_base.get_named(leftover_path[i], valid);
	}
	if (property_info_base.is_null()) {
		WARN_PRINT(vformat("Could not determine track hint for '%s:%s' because its base property is null.",
				String(path.get_concatenated_names()), String(path.get_concatenated_subnames())));
		return PropertyInfo();
	}
	List<PropertyInfo> pinfo;
	property_info_base.get_property_list(&pinfo);
	for (const PropertyInfo &E : pinfo) {
		if (E.name == leftover_path[leftover_path.size() - 1]) {
			return E;
		}
	}
	return PropertyInfo();
}
static Vector<String> _get_bezier_subindices_for_type(Variant::Type p_type, bool *r_valid = nullptr) {