### 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
multi_key_edit->animation = animation;
		multi_key_edit->animation_read_only = read_only;
		RBMap<int, List<float>> key_ofs_map;
		RBMap<int, NodePath> base_map;
		int first_track = -1;
		for (const KeyValue<SelectedKey, KeyInfo> &E : selection) {
			int track = E.key.track;
			if (first_track < 0) {
				first_track = track;
			}
			if (!key_ofs_map.has(track)) {
				key_ofs_map[track] = List<float>();
				base_map[track] = NodePath();
			}
			int key_id = E.key.key;
			if (key_id >= animation->track_get_key_count(track)) {
				_clear_key_edit();
				return; 
			}
			key_ofs_map[track].push_back(animation->track_get_key_time(track, E.key.key));
		}
		multi_key_edit->key_ofs_map = key_ofs_map;
		multi_key_edit->base_map = base_map;
		multi_key_edit->hint = _find_hint_for_track(first_track, base_map[first_track]);
		multi_key_edit->use_fps = timeline->is_using_fps();
		multi_key_edit->root_path = root;
		EditorNode::get_singleton()->push_item(multi_key_edit);
	}
}
void AnimationTrackEditor::_clear_selection_for_anim(const Ref<Animation> &p_anim) {