### 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
const float distance = ABS(offset - pos.x);
							if (key_idx == -1 || distance < key_distance) {
								key_idx = i;
								key_distance = distance;
								hovering_key_idx = i;
							}
						} else {
							
							hovering_key_idx = i;
							break;
						}
					}
				}
				if (hovering_key_idx != previous_hovering_key_idx) {
					
					queue_redraw();
				}
			}
		}
	}
	if (mm.is_valid() && mm->get_button_mask().has_flag(MouseButtonMask::LEFT) && moving_selection_attempt) {
		if (!moving_selection) {
			moving_selection = true;
			emit_signal(SNAME("move_selection_begin"));
		}
		float new_ofs = (mm->get_position().x - timeline->get_name_limit()) / timeline->get_zoom_scale();
		emit_signal(SNAME("move_selection"), new_ofs - moving_selection_from_ofs);
	}
}
Variant AnimationTrackEdit::get_drag_data(const Point2 &p_point) {