### 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
} break;
		case EDIT_EASE_SELECTION: {
			ease_dialog->popup_centered(Size2(200, 100) * EDSCALE);
		} break;
		case EDIT_EASE_CONFIRM: {
			EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
			undo_redo->create_action(TTR("Make Easing Keys"));
			Tween::TransitionType transition_type = static_cast<Tween::TransitionType>(transition_selection->get_selected_id());
			Tween::EaseType ease_type = static_cast<Tween::EaseType>(ease_selection->get_selected_id());
			float fps = ease_fps->get_value();
			double dur_step = 1.0 / fps;
			
			HashMap<int, Vector<int>> keymap;
			Vector<int> tracks;
			for (const KeyValue<SelectedKey, KeyInfo> &E : selection) {
				if (!tracks.has(E.key.track)) {
					tracks.append(E.key.track);
				}
			}
			for (int i = 0; i < tracks.size(); i++) {
				switch (animation->track_get_type(tracks[i])) {
					case Animation::TYPE_VALUE:
					case Animation::TYPE_POSITION_3D:
					case Animation::TYPE_ROTATION_3D:
					case Animation::TYPE_SCALE_3D:
					case Animation::TYPE_BLEND_SHAPE: {
						Vector<int> keys;
						for (const KeyValue<SelectedKey, KeyInfo> &E : selection) {
							if (E.key.track == tracks[i]) {
								keys.append(E.key.key);