### 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
AnimationTrackEditor *get_editor() const { return editor; }
	NodePath get_path() const;
	void set_animation_and_track(const Ref<Animation> &p_animation, int p_track, bool p_read_only);
	virtual Size2 get_minimum_size() const override;
	void set_timeline(AnimationTimelineEdit *p_timeline);
	void set_editor(AnimationTrackEditor *p_editor);
	void set_root(Node *p_root);
	void set_play_position(float p_pos);
	void update_play_position();
	void cancel_drop();
	void set_in_group(bool p_enable);
	void append_to_selection(const Rect2 &p_box, bool p_deselection);
	AnimationTrackEdit();
};
class AnimationTrackEditPlugin : public RefCounted {
	GDCLASS(AnimationTrackEditPlugin, RefCounted);
public:
	virtual AnimationTrackEdit *create_value_track_edit(Object *p_object, Variant::Type p_type, const String &p_property, PropertyHint p_hint, const String &p_hint_string, int p_usage);
	virtual AnimationTrackEdit *create_audio_track_edit();
	virtual AnimationTrackEdit *create_animation_track_edit(Object *p_object);
};
class AnimationTrackKeyEdit;
class AnimationMultiTrackKeyEdit;