### 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
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	undo_redo->create_action(TTR("Animation Insert Key"));
	Ref<Animation> reset_anim;
	if (p_reset_wanted) {
		reset_anim = _create_and_get_reset_animation();
	}
	TrackIndices next_tracks(animation.ptr(), reset_anim.ptr());
	bool advance = false;
	while (insert_data.size()) {
		if (insert_data.front()->get().advance) {
			advance = true;
		}
		next_tracks = _confirm_insert(insert_data.front()->get(), next_tracks, p_reset_wanted, reset_anim, p_create_beziers);
		insert_data.pop_front();
	}
	undo_redo->commit_action();
	if (advance) {
		_edit_menu_pressed(EDIT_GOTO_NEXT_STEP_TIMELINE_ONLY);
	}
}
void AnimationTrackEditor::insert_transform_key(Node3D *p_node, const String &p_sub, const Animation::TrackType p_type, const Variant p_value) {