### 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
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);
					}
					args.write[idx] = value;
					d_new["args"] = args;
					mergeable = true;
				}
			}
			if (mergeable) {
				undo_redo->create_action(TTR("Animation Change Call"), UndoRedo::MERGE_ENDS);
			} else {
				undo_redo->create_action(TTR("Animation Change Call"));
			}
			setting = true;
			undo_redo->add_do_method(animation.ptr(), "track_set_key_value", track, key, d_new);
			undo_redo->add_undo_method(animation.ptr(), "track_set_key_value", track, key, d_old);
			undo_redo->add_do_method(this, "_update_obj", animation);
			undo_redo->add_undo_method(this, "_update_obj", animation);
			undo_redo->commit_action();