### 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 (!root->has_node(animation->track_get_path(insert_key_from_track_call_track))) {
		EditorNode::get_singleton()->show_warning(TTR("Track path is invalid, so can't add a method key."));
		return;
	}
	Node *base = root->get_node(animation->track_get_path(insert_key_from_track_call_track));
	List<MethodInfo> minfo;
	base->get_method_list(&minfo);
	for (const MethodInfo &E : minfo) {
		if (E.name == p_method) {
			Dictionary d;
			d["method"] = p_method;
			Array params;
			int first_defarg = E.arguments.size() - E.default_arguments.size();
			for (int i = 0; i < E.arguments.size(); i++) {
				if (i >= first_defarg) {
					Variant arg = E.default_arguments[i - first_defarg];
					params.push_back(arg);
				} else {
					Callable::CallError ce;
					Variant arg;
					Variant::construct(E.arguments[i].type, arg, nullptr, 0, ce);