### 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
String full_path = String(adding_track_path) + ":" + p_name;
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	if (adding_track_type == Animation::TYPE_VALUE) {
		Animation::UpdateMode update_mode = Animation::UPDATE_DISCRETE;
		{
			
			NodePath np;
			animation->add_track(Animation::TYPE_VALUE);
			animation->track_set_path(animation->get_track_count() - 1, full_path);
			PropertyInfo h = _find_hint_for_track(animation->get_track_count() - 1, np);
			animation->remove_track(animation->get_track_count() - 1); 
			if (h.type == Variant::FLOAT ||
					h.type == Variant::VECTOR2 ||
					h.type == Variant::RECT2 ||
					h.type == Variant::VECTOR3 ||
					h.type == Variant::AABB ||
					h.type == Variant::QUATERNION ||
					h.type == Variant::COLOR ||
					h.type == Variant::PLANE ||
					h.type == Variant::TRANSFORM2D ||
					h.type == Variant::TRANSFORM3D) {
				update_mode = Animation::UPDATE_CONTINUOUS;
			}
		}
		undo_redo->create_action(TTR("Add Track"));
		undo_redo->add_do_method(animation.ptr(), "add_track", adding_track_type);
		undo_redo->add_do_method(animation.ptr(), "track_set_path", animation->get_track_count(), full_path);