### 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
insert_confirm_text->set_text(vformat(TTR("Create new track for %s and insert key?"), last_track_query));
		} else {
			insert_confirm_text->set_text(vformat(TTR("Create %d new tracks and insert keys?"), num_tracks));
		}
		insert_confirm_bezier->set_visible(all_bezier);
		insert_confirm_reset->set_visible(reset_allowed);
		insert_confirm->set_ok_button_text(TTR("Create"));
		insert_confirm->popup_centered();
	} else {
		_insert_track(reset_allowed && EDITOR_GET("editors/animation/default_create_reset_tracks"), all_bezier && EDITOR_GET("editors/animation/default_create_bezier_tracks"));
	}
	insert_queue = false;
}
void AnimationTrackEditor::_query_insert(const InsertData &p_id) {
	if (!insert_queue) {
		insert_data.clear();
	}
	for (const InsertData &E : insert_data) {
		
		if (E.path == p_id.path && E.type == p_id.type) {
			return; 
		}
	}
	insert_data.push_back(p_id);
	
	if (!insert_queue) {
		commit_insert_queue();
	}
}
void AnimationTrackEditor::_insert_track(bool p_reset_wanted, bool p_create_beziers) {