### Godot version

4.0.2.stable

### System information

Fedora 37, GeForce RTX 4090 (NVIDIA 530.41.03)

### Issue description

Physical Keycode and Key Label options appear grayed out in the input editor when editing an existing key, even though I should logically be able to change it:

![image](https://github.com/godotengine/godot/assets/180032/54d4c3a5-4da5-4448-b42a-42f0c6870cc2)

If I set the key to another key then change it back, then the **Physical Keycode** and **Key Label** options are no longer grayed out.

cc @bruvzg

### Steps to reproduce

- Open the Project Settings > Input Map tab.
- Create an action, with an associated key. Save it.
- Click the edit button next to the key, and try to change the type without touching the actual key's value.
- Change the key's value back and forth and try to change the type using the dropdown again.

### Minimal reproduction project

N/A
_update_input_list();
}
void InputEventConfigurationDialog::_update_input_list() {
	input_list_tree->clear();
	TreeItem *root = input_list_tree->create_item();
	String search_term = input_list_search->get_text();
	bool collapse = input_list_search->get_text().is_empty();
	if (allowed_input_types & INPUT_KEY) {
		TreeItem *kb_root = input_list_tree->create_item(root);
		kb_root->set_text(0, TTR("Keyboard Keys"));
		kb_root->set_icon(0, icon_cache.keyboard);
		kb_root->set_collapsed(collapse);
		kb_root->set_meta("__type", INPUT_KEY);
		for (int i = 0; i < keycode_get_count(); i++) {
			String name = keycode_get_name_by_index(i);
			if (!search_term.is_empty() && name.findn(search_term) == -1) {
				continue;
			}
			TreeItem *item = input_list_tree->create_item(kb_root);
			item->set_text(0, name);
			item->set_meta("__keycode", keycode_get_value_by_index(i));
		}
	}
	if (allowed_input_types & INPUT_MOUSE_BUTTON) {
		TreeItem *mouse_root = input_list_tree->create_item(root);
		mouse_root->set_text(0, TTR("Mouse Buttons"));
		mouse_root->set_icon(0, icon_cache.mouse);