### 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
get_theme_icon(SNAME("InterpCubicAngle"), SNAME("EditorIcons")),
				};
				Ref<Texture2D> cont_icon[3] = {
					get_theme_icon(SNAME("TrackContinuous"), SNAME("EditorIcons")),
					get_theme_icon(SNAME("TrackDiscrete"), SNAME("EditorIcons")),
					get_theme_icon(SNAME("TrackCapture"), SNAME("EditorIcons"))
				};
				Ref<Texture2D> blend_icon[2] = {
					get_theme_icon(SNAME("UseBlendEnable"), SNAME("EditorIcons")),
					get_theme_icon(SNAME("UseBlendDisable"), SNAME("EditorIcons")),
				};
				int ofs = get_size().width - timeline->get_buttons_width();
				Ref<Texture2D> down_icon = get_theme_icon(SNAME("select_arrow"), SNAME("Tree"));
				draw_line(Point2(ofs, 0), Point2(ofs, get_size().height), linecolor, Math::round(EDSCALE));
				ofs += hsep;
				{
					
					Animation::UpdateMode update_mode;
					if (animation->track_get_type(track) == Animation::TYPE_VALUE) {
						update_mode = animation->value_track_get_update_mode(track);
					} else {
						update_mode = Animation::UPDATE_CONTINUOUS;
					}
					Ref<Texture2D> update_icon = cont_icon[update_mode];
					update_mode_rect.position.x = ofs;
					update_mode_rect.position.y = int(get_size().height - update_icon->get_height()) / 2;
					update_mode_rect.size = update_icon->get_size();
					if (!animation->track_is_compressed(track) && animation->track_get_type(track) == Animation::TYPE_VALUE) {
						draw_texture(update_icon, update_mode_rect.position);
					}