### 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
for (int j = 0; j < track_edit_plugins.size(); j++) {
				track_edit = track_edit_plugins.write[j]->create_audio_track_edit();
				if (track_edit) {
					break;
				}
			}
		}
		if (animation->track_get_type(i) == Animation::TYPE_ANIMATION) {
			NodePath path = animation->track_get_path(i);
			Node *node = nullptr;
			if (root && root->has_node(path)) {
				node = root->get_node(path);
			}
			if (node && Object::cast_to<AnimationPlayer>(node)) {
				for (int j = 0; j < track_edit_plugins.size(); j++) {
					track_edit = track_edit_plugins.write[j]->create_animation_track_edit(node);
					if (track_edit) {
						break;
					}
				}
			}
		}
		if (track_edit == nullptr) {
			
			track_edit = memnew(AnimationTrackEdit);
		}
		track_edits.push_back(track_edit);
		if (use_grouping) {
			String base_path = animation->track_get_path(i);
			base_path = base_path.get_slice(":", 0);