### 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
void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event);
	bool dragging_timeline = false;
	bool dragging_hsize = false;
	float dragging_hsize_from = 0.0f;
	float dragging_hsize_at = 0.0f;
	virtual void gui_input(const Ref<InputEvent> &p_event) override;
	void _track_added(int p_track);
protected:
	static void _bind_methods();
	void _notification(int p_what);
public:
	int get_name_limit() const;
	int get_buttons_width() const;
	float get_zoom_scale() const;
	virtual Size2 get_minimum_size() const override;
	void set_animation(const Ref<Animation> &p_animation, bool p_read_only);
	void set_track_edit(AnimationTrackEdit *p_track_edit);
	void set_zoom(Range *p_zoom);
	Range *get_zoom() const { return zoom; }
	void set_play_position(float p_pos);
	float get_play_position() const;
	void update_play_position();
	void update_values();
	void set_use_fps(bool p_use_fps);
	bool is_using_fps() const;
	void set_hscroll(HScrollBar *p_hscroll);
	virtual CursorShape get_cursor_shape(const Point2 &p_pos) const override;
	AnimationTimelineEdit();
};
class AnimationTrackEdit : public Control {