### 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
ERR_FAIL_COND(p_event.is_null());
	if (panner->gui_input(p_event)) {
		accept_event();
		return;
	}
	const Ref<InputEventMouseButton> mb = p_event;
	if (mb.is_valid() && mb->is_pressed() && mb->is_alt_pressed() && mb->get_button_index() == MouseButton::WHEEL_UP) {
		if (track_edit) {
			track_edit->get_editor()->goto_prev_step(true);
		}
		accept_event();
	}
	if (mb.is_valid() && mb->is_pressed() && mb->is_alt_pressed() && mb->get_button_index() == MouseButton::WHEEL_DOWN) {
		if (track_edit) {
			track_edit->get_editor()->goto_next_step(true);
		}
		accept_event();
	}
	if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT && hsize_rect.has_point(mb->get_position())) {
		dragging_hsize = true;
		dragging_hsize_from = mb->get_position().x;
		dragging_hsize_at = name_limit;
	}
	if (mb.is_valid() && !mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT && dragging_hsize) {