### 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
case Animation::TYPE_ANIMATION: {
			String animations;
			if (root_path && root_path->has_node(animation->track_get_path(track))) {
				AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(root_path->get_node(animation->track_get_path(track)));
				if (ap) {
					List<StringName> anims;
					ap->get_animation_list(&anims);
					for (const StringName &E : anims) {
						if (!animations.is_empty()) {
							animations += ",";
						}
						animations += String(E);
					}
				}
			}
			if (!animations.is_empty()) {
				animations += ",";
			}
			animations += "[stop]";
			p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("animation"), PROPERTY_HINT_ENUM, animations));
		} break;
	}
	if (animation->track_get_type(track) == Animation::TYPE_VALUE) {
		p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("easing"), PROPERTY_HINT_EXP_EASING));
	}
}
void AnimationTrackKeyEdit::notify_change() {
	notify_property_list_changed();
}
Node *AnimationTrackKeyEdit::get_root_path() {