### 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
for (int i = 0; i < args.size(); i++) {
						if (i > 0) {
							text += ", ";
						}
						text += args[i].get_construct_string();
					}
					text += ")\n";
				} break;
				case Animation::TYPE_BEZIER: {
					float h = animation->bezier_track_get_key_value(track, key_idx);
					text += TTR("Value:") + " " + rtos(h) + "\n";
					Vector2 ih = animation->bezier_track_get_key_in_handle(track, key_idx);
					text += TTR("In-Handle:") + " " + ih + "\n";
					Vector2 oh = animation->bezier_track_get_key_out_handle(track, key_idx);
					text += TTR("Out-Handle:") + " " + oh + "\n";
					int hm = animation->bezier_track_get_key_handle_mode(track, key_idx);
					switch (hm) {
						case Animation::HANDLE_MODE_FREE: {
							text += TTR("Handle mode: Free\n");
						} break;
						case Animation::HANDLE_MODE_LINEAR: {
							text += TTR("Handle mode: Linear\n");
						} break;
						case Animation::HANDLE_MODE_BALANCED: {
							text += TTR("Handle mode: Balanced\n");
						} break;
						case Animation::HANDLE_MODE_MIRRORED: {
							text += TTR("Handle mode: Mirrored\n");
						} break;
					}