### 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
EDIT_COPY_TRACKS,
		EDIT_COPY_TRACKS_CONFIRM,
		EDIT_PASTE_TRACKS,
		EDIT_SCALE_SELECTION,
		EDIT_SCALE_FROM_CURSOR,
		EDIT_SCALE_CONFIRM,
		EDIT_EASE_SELECTION,
		EDIT_EASE_CONFIRM,
		EDIT_DUPLICATE_SELECTION,
		EDIT_DUPLICATE_TRANSPOSED,
		EDIT_ADD_RESET_KEY,
		EDIT_DELETE_SELECTION,
		EDIT_GOTO_NEXT_STEP,
		EDIT_GOTO_NEXT_STEP_TIMELINE_ONLY, 
		EDIT_GOTO_PREV_STEP,
		EDIT_APPLY_RESET,
		EDIT_BAKE_ANIMATION,
		EDIT_BAKE_ANIMATION_CONFIRM,
		EDIT_OPTIMIZE_ANIMATION,
		EDIT_OPTIMIZE_ANIMATION_CONFIRM,
		EDIT_CLEAN_UP_ANIMATION,
		EDIT_CLEAN_UP_ANIMATION_CONFIRM
	};
	void add_track_edit_plugin(const Ref<AnimationTrackEditPlugin> &p_plugin);
	void remove_track_edit_plugin(const Ref<AnimationTrackEditPlugin> &p_plugin);
	void set_animation(const Ref<Animation> &p_anim, bool p_read_only);
	Ref<Animation> get_current_animation() const;
	void set_root(Node *p_root);