### 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 (p_state.has("fps_mode")) {
		bool fps_mode = p_state["fps_mode"];
		if (fps_mode) {
			snap_mode->select(1);
		} else {
			snap_mode->select(0);
		}
		_snap_mode_changed(snap_mode->get_selected());
	} else {
		snap_mode->select(0);
		_snap_mode_changed(snap_mode->get_selected());
	}
	if (p_state.has("zoom")) {
		zoom->set_value(p_state["zoom"]);
	} else {
		zoom->set_value(1.0);
	}
	if (p_state.has("offset")) {
		timeline->set_value(p_state["offset"]);
	} else {
		timeline->set_value(0);
	}
	if (p_state.has("v_scroll")) {
		scroll->get_v_scroll_bar()->set_value(p_state["v_scroll"]);
	} else {
		scroll->get_v_scroll_bar()->set_value(0);
	}
}
void AnimationTrackEditor::cleanup() {