### 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
} else if (name.begins_with("args/")) {
						Vector<Variant> args = d_old["args"];
						int idx = name.get_slice("/", 1).to_int();
						ERR_FAIL_INDEX_V(idx, args.size(), false);
						String what = name.get_slice("/", 2);
						if (what == "type") {
							Variant::Type t = Variant::Type(int(p_value));
							if (t != args[idx].get_type()) {
								Callable::CallError err;
								if (Variant::can_convert(args[idx].get_type(), t)) {
									Variant old = args[idx];
									Variant *ptrs[1] = { &old };
									Variant::construct(t, args.write[idx], (const Variant **)ptrs, 1, err);
								} else {
									Variant::construct(t, args.write[idx], nullptr, 0, err);
								}
								change_notify_deserved = true;
								d_new["args"] = args;
							}
						} else if (what == "value") {
							Variant value = p_value;
							if (value.get_type() == Variant::NODE_PATH) {
								_fix_node_path(value, base_map[track]);
							}
							args.write[idx] = value;
							d_new["args"] = args;
							mergeable = true;
						}
					}
					Variant prev = animation->track_get_key_value(track, key);