### 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 Animation::TYPE_ANIMATION: {
			if (name == "animation") {
				r_ret = animation->animation_track_get_key_animation(track, key);
				return true;
			}
		} break;
	}
	return false;
}
void AnimationTrackKeyEdit::_get_property_list(List<PropertyInfo> *p_list) const {
	if (animation.is_null()) {
		return;
	}
	ERR_FAIL_INDEX(track, animation->get_track_count());
	int key = animation->track_find_key(track, key_ofs, Animation::FIND_MODE_APPROX);
	ERR_FAIL_COND(key == -1);
	switch (animation->track_get_type(track)) {
		case Animation::TYPE_POSITION_3D: {
			p_list->push_back(PropertyInfo(Variant::VECTOR3, PNAME("position")));
		} break;
		case Animation::TYPE_ROTATION_3D: {
			p_list->push_back(PropertyInfo(Variant::QUATERNION, PNAME("rotation")));
		} break;
		case Animation::TYPE_SCALE_3D: {
			p_list->push_back(PropertyInfo(Variant::VECTOR3, PNAME("scale")));
		} break;
		case Animation::TYPE_BLEND_SHAPE: {
			p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("value")));