### 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
Label *info_message = nullptr;
	AnimationTimelineEdit *timeline = nullptr;
	HSlider *zoom = nullptr;
	EditorSpinSlider *step = nullptr;
	TextureRect *zoom_icon = nullptr;
	Button *snap = nullptr;
	Button *bezier_edit_icon = nullptr;
	OptionButton *snap_mode = nullptr;
	Button *imported_anim_warning = nullptr;
	void _show_imported_anim_warning();
	void _snap_mode_changed(int p_mode);
	Vector<AnimationTrackEdit *> track_edits;
	Vector<AnimationTrackEditGroup *> groups;
	bool animation_changing_awaiting_update = false;
	void _animation_update(); 
	int _get_track_selected();
	void _animation_changed();
	void _update_tracks();
	void _redraw_tracks();
	void _redraw_groups();
	void _name_limit_changed();
	void _timeline_changed(float p_new_pos, bool p_drag, bool p_timeline_only);
	void _track_remove_request(int p_track);
	void _animation_track_remove_request(int p_track, Ref<Animation> p_from_animation);
	void _track_grab_focus(int p_track);
	void _update_scroll(double);
	void _update_step(double p_new_step);
	void _update_length(double p_new_len);
	void _dropped_track(int p_from_track, int p_to_track);
	void _add_track(int p_type);