### 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 Ref<Texture2D> type_icons[9] = {
		get_theme_icon(SNAME("KeyValue"), SNAME("EditorIcons")),
		get_theme_icon(SNAME("KeyTrackPosition"), SNAME("EditorIcons")),
		get_theme_icon(SNAME("KeyTrackRotation"), SNAME("EditorIcons")),
		get_theme_icon(SNAME("KeyTrackScale"), SNAME("EditorIcons")),
		get_theme_icon(SNAME("KeyTrackBlendShape"), SNAME("EditorIcons")),
		get_theme_icon(SNAME("KeyCall"), SNAME("EditorIcons")),
		get_theme_icon(SNAME("KeyBezier"), SNAME("EditorIcons")),
		get_theme_icon(SNAME("KeyAudio"), SNAME("EditorIcons")),
		get_theme_icon(SNAME("KeyAnimation"), SNAME("EditorIcons"))
	};
	return type_icons[animation->track_get_type(track)];
}
String AnimationTrackEdit::get_tooltip(const Point2 &p_pos) const {