### 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
void _new_track_node_selected(NodePath p_path);
	void _new_track_property_selected(String p_name);
	void _update_step_spinbox();
	PropertySelector *prop_selector = nullptr;
	PropertySelector *method_selector = nullptr;
	SceneTreeDialog *pick_track = nullptr;
	int adding_track_type = 0;
	NodePath adding_track_path;
	bool keying = false;
	struct InsertData {
		Animation::TrackType type;
		NodePath path;
		int track_idx = 0;
		Variant value;
		String query;
		bool advance = false;
	};
	Label *insert_confirm_text = nullptr;
	CheckBox *insert_confirm_bezier = nullptr;
	CheckBox *insert_confirm_reset = nullptr;
	ConfirmationDialog *insert_confirm = nullptr;
	bool insert_queue = false;
	List<InsertData> insert_data;
	void _query_insert(const InsertData &p_id);
	Ref<Animation> _create_and_get_reset_animation();
	void _confirm_insert_list();
	struct TrackIndices {
		int normal;
		int reset;
		TrackIndices(const Animation *p_anim = nullptr, const Animation *p_reset_anim = nullptr) {