### 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
InsertData id;
	id.path = np;
	
	id.query = vformat(TTR("node '%s'"), p_node->get_name());
	id.advance = false;
	id.track_idx = track_idx;
	id.value = p_value;
	id.type = p_type;
	_query_insert(id);
}
bool AnimationTrackEditor::has_track(Node3D *p_node, const String &p_sub, const Animation::TrackType p_type) {
	ERR_FAIL_COND_V(!root, false);
	if (!keying) {
		return false;
	}
	if (!animation.is_valid()) {
		return false;
	}
	
	String path = root->get_path_to(p_node, true);
	if (!p_sub.is_empty()) {
		path += ":" + p_sub;
	}
	int track_id = animation->find_track(path, p_type);
	if (track_id >= 0) {
		return true;
	}
	return false;
}
void AnimationTrackEditor::_insert_animation_key(NodePath p_path, const Variant &p_value) {