### 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
info_message->set_visible(p_show);
}
bool AnimationTrackEditor::is_key_selected(int p_track, int p_key) const {
	SelectedKey sk;
	sk.key = p_key;
	sk.track = p_track;
	return selection.has(sk);
}
bool AnimationTrackEditor::is_selection_active() const {
	return selection.size();
}
bool AnimationTrackEditor::is_snap_enabled() const {
	return snap->is_pressed() ^ Input::get_singleton()->is_key_pressed(Key::CTRL);
}
void AnimationTrackEditor::_update_tracks() {
	int selected = _get_track_selected();
	while (track_vbox->get_child_count()) {
		memdelete(track_vbox->get_child(0));
	}
	track_edits.clear();
	groups.clear();
	if (animation.is_null()) {
		return;
	}
	bool file_read_only = false;
	if (!animation->get_path().is_resource_file()) {
		int srpos = animation->get_path().find("::");
		if (srpos != -1) {