### 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
bezier_edit_icon->set_disabled(true);
		imported_anim_warning->hide();
		bool import_warning_done = false;
		bool bezier_done = false;
		for (int i = 0; i < animation->get_track_count(); i++) {
			if (animation->track_is_imported(i)) {
				imported_anim_warning->show();
				import_warning_done = true;
			}
			if (animation->track_get_type(i) == Animation::TrackType::TYPE_BEZIER) {
				bezier_edit_icon->set_disabled(false);
				bezier_done = true;
			}
			if (import_warning_done && bezier_done) {
				break;
			}
		}
	} else {
		hscroll->hide();
		edit->set_disabled(true);
		step->set_block_signals(true);
		step->set_value(0);
		step->set_block_signals(false);
		step->set_read_only(true);
		snap->set_disabled(true);
		snap_mode->set_disabled(true);
		bezier_edit_icon->set_disabled(true);
	}
}
Ref<Animation> AnimationTrackEditor::get_current_animation() const {