### 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
return root;
}
void AnimationTrackEditor::update_keying() {
	bool keying_enabled = false;
	EditorSelectionHistory *editor_history = EditorNode::get_singleton()->get_editor_selection_history();
	if (is_visible_in_tree() && animation.is_valid() && editor_history->get_path_size() > 0) {
		Object *obj = ObjectDB::get_instance(editor_history->get_path_object(0));
		keying_enabled = Object::cast_to<Node>(obj) != nullptr;
	}
	if (keying_enabled == keying) {
		return;
	}
	keying = keying_enabled;
	emit_signal(SNAME("keying_changed"));
}
bool AnimationTrackEditor::has_keying() const {
	return keying;
}
Dictionary AnimationTrackEditor::get_state() const {
	Dictionary state;
	state["fps_mode"] = timeline->is_using_fps();
	state["zoom"] = zoom->get_value();
	state["offset"] = timeline->get_value();
	state["v_scroll"] = scroll->get_v_scroll_bar()->get_value();
	return state;
}
void AnimationTrackEditor::set_state(const Dictionary &p_state) {