### Godot version

4.0.rc

### System information

Any

### Issue description

If the RESET animation is generated at the same time as the Bezier track is generated, the bezier edit button will not be active.

![image](https://user-images.githubusercontent.com/61938263/218256176-88b1b196-7b6b-4404-84ad-e8694f23bb1b.png)

Also, if you delete a track in the Bezier Editor, or in undo redo, it will not update correctly.

### Steps to reproduce

![image](https://user-images.githubusercontent.com/61938263/218256230-4b0219d5-87e4-453a-8294-59f8feb0cfd5.png)


### Minimal reproduction project

N/A
if (!group_sort.has(base_path)) {
				AnimationTrackEditGroup *g = memnew(AnimationTrackEditGroup);
				Ref<Texture2D> icon = get_theme_icon(SNAME("Node"), SNAME("EditorIcons"));
				String name = base_path;
				String tooltip;
				if (root && root->has_node(base_path)) {
					Node *n = root->get_node(base_path);
					if (n) {
						icon = EditorNode::get_singleton()->get_object_icon(n, "Node");
						name = n->get_name();
						tooltip = root->get_path_to(n);
					}
				}
				g->set_type_and_name(icon, name, animation->track_get_path(i));
				g->set_root(root);
				g->set_tooltip_text(tooltip);
				g->set_timeline(timeline);
				groups.push_back(g);
				VBoxContainer *vb = memnew(VBoxContainer);
				vb->add_theme_constant_override("separation", 0);
				vb->add_child(g);
				track_vbox->add_child(vb);
				group_sort[base_path] = vb;
			}
			track_edit->set_in_group(true);
			group_sort[base_path]->add_child(track_edit);
		} else {
			track_edit->set_in_group(false);
			track_vbox->add_child(track_edit);
		}