### 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 (dragging_hsize || hsize_rect.has_point(p_pos)) {
		
		return Control::CURSOR_HSIZE;
	} else {
		return get_default_cursor_shape();
	}
}
void AnimationTimelineEdit::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {
	set_value(get_value() - p_scroll_vec.x / get_zoom_scale());
}
void AnimationTimelineEdit::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {
	double current_zoom_value = get_zoom()->get_value();
	get_zoom()->set_value(MAX(0.01, current_zoom_value * p_zoom_factor));
}
void AnimationTimelineEdit::set_use_fps(bool p_use_fps) {
	use_fps = p_use_fps;
	queue_redraw();
}
bool AnimationTimelineEdit::is_using_fps() const {
	return use_fps;
}
void AnimationTimelineEdit::set_hscroll(HScrollBar *p_hscroll) {