### 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
if (selected_filter->is_pressed()) {
		_update_tracks(); 
	} else {
		_redraw_tracks();
		_redraw_groups();
	}
}
float AnimationTrackEditor::snap_time(float p_value, bool p_relative) {
	if (is_snap_enabled()) {
		double snap_increment;
		if (timeline->is_using_fps() && step->get_value() > 0) {
			snap_increment = 1.0 / step->get_value();
		} else {
			snap_increment = step->get_value();
		}
		if (Input::get_singleton()->is_key_pressed(Key::SHIFT)) {
			
			snap_increment *= 0.25;
		}
		if (p_relative) {
			double rel = Math::fmod(timeline->get_value(), snap_increment);
			p_value = Math::snapped(p_value + rel, snap_increment) - rel;
		} else {
			p_value = Math::snapped(p_value, snap_increment);
		}
	}
	return p_value;
}
void AnimationTrackEditor::_show_imported_anim_warning() {