### 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
case Animation::LOOP_LINEAR: {
			loop->set_icon(get_editor_theme_icon(SNAME("Loop")));
			loop->set_pressed(true);
		} break;
		case Animation::LOOP_PINGPONG: {
			loop->set_icon(get_editor_theme_icon(SNAME("PingPongLoop")));
			loop->set_pressed(true);
		} break;
		default:
			break;
	}
	editing = false;
}
void AnimationTimelineEdit::_play_position_draw() {
	if (!animation.is_valid() || play_position_pos < 0) {
		return;
	}
	float scale = get_zoom_scale();
	int h = play_position->get_size().height;
	int px = (-get_value() + play_position_pos) * scale + get_name_limit();
	if (px >= get_name_limit() && px < (play_position->get_size().width - get_buttons_width())) {
		Color color = get_theme_color(SNAME("accent_color"), EditorStringName(Editor));
		play_position->draw_line(Point2(px, 0), Point2(px, h), color, Math::round(2 * EDSCALE));
		play_position->draw_texture(
				get_editor_theme_icon(SNAME("TimelineIndicator")),
				Point2(px - get_editor_theme_icon(SNAME("TimelineIndicator"))->get_width() * 0.5, 0),
				color);
	}
}
void AnimationTimelineEdit::gui_input(const Ref<InputEvent> &p_event) {