### 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
keydata.second = v;
								insert_queue_new.append(keydata);
							}
						} break;
						case Animation::TYPE_ROTATION_3D: {
							for (double delta_t = 0.0; delta_t <= anim_len; delta_t += dur_step) {
								Pair<real_t, Variant> keydata;
								keydata.first = delta_t;
								Quaternion v;
								animation->rotation_track_interpolate(i, delta_t, &v);
								keydata.second = v;
								insert_queue_new.append(keydata);
							}
						} break;
						case Animation::TYPE_SCALE_3D: {
							for (double delta_t = 0.0; delta_t <= anim_len; delta_t += dur_step) {
								Pair<real_t, Variant> keydata;
								keydata.first = delta_t;
								Vector3 v;
								animation->scale_track_interpolate(i, delta_t, &v);
								keydata.second = v;
								insert_queue_new.append(keydata);
							}
						} break;
						case Animation::TYPE_BLEND_SHAPE: {
							for (double delta_t = 0.0; delta_t <= anim_len; delta_t += dur_step) {
								Pair<real_t, Variant> keydata;
								keydata.first = delta_t;
								float v;
								animation->blend_shape_track_interpolate(i, delta_t, &v);