### 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
moving_selection_attempt = false;
			moving_selection = false;
			emit_signal(SNAME("move_selection_cancel"));
		}
	}
	Ref<InputEventMouseMotion> mm = p_event;
	if (mm.is_valid()) {
		const int previous_hovering_key_idx = hovering_key_idx;
		
		if (!animation->track_is_compressed(track)) {
			const float scale = timeline->get_zoom_scale();
			const int limit = timeline->get_name_limit();
			const int limit_end = get_size().width - timeline->get_buttons_width();
			
			const int limit_start_hitbox = limit - type_icon->get_width();
			const Point2 pos = mm->get_position();
			if (pos.x >= limit_start_hitbox && pos.x <= limit_end) {
				
				
				int key_idx = -1;
				float key_distance = 1e20;
				hovering_key_idx = -1;
				
				for (int i = animation->track_get_key_count(track) - 1; i >= 0; i--) {
					Rect2 rect = get_key_rect(i, scale);
					float offset = animation->track_get_key_time(track, i) - timeline->get_value();
					offset = offset * scale + limit;
					rect.position.x += offset;
					if (rect.has_point(pos)) {
						if (is_key_selectable_by_distance()) {