### 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
_redraw_tracks();
	_redraw_groups();
}
void AnimationTrackEditor::_update_step(double p_new_step) {
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	undo_redo->create_action(TTR("Change Animation Step"));
	float step_value = p_new_step;
	if (timeline->is_using_fps()) {
		if (step_value != 0.0) {
			step_value = 1.0 / step_value;
		}
		timeline->queue_redraw();
	}
	undo_redo->add_do_method(animation.ptr(), "set_step", step_value);
	undo_redo->add_undo_method(animation.ptr(), "set_step", animation->get_step());
	step->set_block_signals(true);
	undo_redo->commit_action();
	step->set_block_signals(false);
	emit_signal(SNAME("animation_step_changed"), step_value);
}
void AnimationTrackEditor::_update_length(double p_new_len) {