### 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
if (get_script_instance()) {
		return Object::cast_to<AnimationTrackEdit>(get_script_instance()->call("create_audio_track_edit").operator Object *());
	}
	return nullptr;
}
AnimationTrackEdit *AnimationTrackEditPlugin::create_animation_track_edit(Object *p_object) {
	if (get_script_instance()) {
		return Object::cast_to<AnimationTrackEdit>(get_script_instance()->call("create_animation_track_edit", p_object).operator Object *());
	}
	return nullptr;
}
void AnimationTrackEditGroup::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_DRAW: {
			Ref<Font> font = get_theme_font(SNAME("font"), SNAME("Label"));
			int font_size = get_theme_font_size(SNAME("font_size"), SNAME("Label"));
			int separation = get_theme_constant(SNAME("h_separation"), SNAME("ItemList"));
			Color color = get_theme_color(SNAME("font_color"), SNAME("Label"));
			if (root && root->has_node(node)) {
				Node *n = root->get_node(node);
				if (n && EditorNode::get_singleton()->get_editor_selection()->is_selected(n)) {
					color = get_theme_color(SNAME("accent_color"), SNAME("Editor"));