### 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
NodePath full_path;
		NodePath base_path;
		Animation::TrackType track_type = Animation::TYPE_ANIMATION;
		Animation::InterpolationType interp_type = Animation::INTERPOLATION_CUBIC_ANGLE;
		Animation::UpdateMode update_mode = Animation::UPDATE_CAPTURE;
		Animation::LoopMode loop_mode = Animation::LOOP_PINGPONG;
		bool loop_wrap = false;
		bool enabled = false;
		bool use_blend = false;
		struct Key {
			float time = 0;
			float transition = 0;
			Variant value;
		};
		Vector<Key> keys;
	};
	Vector<TrackClipboard> track_clipboard;
	void _insert_animation_key(NodePath p_path, const Variant &p_value);
	void _pick_track_filter_text_changed(const String &p_newtext);
	void _pick_track_select_recursive(TreeItem *p_item, const String &p_filter, Vector<Node *> &p_select_candidates);
	void _pick_track_filter_input(const Ref<InputEvent> &p_ie);
protected:
	static void _bind_methods();
	void _notification(int p_what);
public:
	
	void _clear_selection(bool p_update = false);
	void _key_selected(int p_key, bool p_single, int p_track);
	void _key_deselected(int p_key, int p_track);
	enum {