### 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
case Animation::LOOP_LINEAR: {
			loop->set_icon(get_theme_icon(SNAME("Loop"), SNAME("EditorIcons")));
			loop->set_pressed(true);
		} break;
		case Animation::LOOP_PINGPONG: {
			loop->set_icon(get_theme_icon(SNAME("PingPongLoop"), SNAME("EditorIcons")));
			loop->set_pressed(true);
		} break;
		default:
			break;
	}
	editing = false;
}
void AnimationTimelineEdit::_play_position_draw() {
	if (!animation.is_valid() || play_position_pos < 0) {
		return;
	}
	float scale = get_zoom_scale();
	int h = play_position->get_size().height;
	int px = (-get_value() + play_position_pos) * scale + get_name_limit();
	if (px >= get_name_limit() && px < (play_position->get_size().width - get_buttons_width())) {
		Color color = get_theme_color(SNAME("accent_color"), SNAME("Editor"));
		play_position->draw_line(Point2(px, 0), Point2(px, h), color, Math::round(2 * EDSCALE));
		play_position->draw_texture(
				get_theme_icon(SNAME("TimelineIndicator"), SNAME("EditorIcons")),
				Point2(px - get_theme_icon(SNAME("TimelineIndicator"), SNAME("EditorIcons"))->get_width() * 0.5, 0),
				color);
	}
}
void AnimationTimelineEdit::gui_input(const Ref<InputEvent> &p_event) {