### 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
}
		}
		return PropertyInfo();
	}
	Variant property_info_base;
	if (res.is_valid()) {
		property_info_base = res;
		if (r_current_val) {
			*r_current_val = res->get_indexed(leftover_path);
		}
	} else if (node) {
		property_info_base = node;
		if (r_current_val) {
			*r_current_val = node->get_indexed(leftover_path);
		}
	}
	for (int i = 0; i < leftover_path.size() - 1; i++) {
		bool valid;
		property_info_base = property_info_base.get_named(leftover_path[i], valid);
	}
	List<PropertyInfo> pinfo;
	property_info_base.get_property_list(&pinfo);
	for (const PropertyInfo &E : pinfo) {
		if (E.name == leftover_path[leftover_path.size() - 1]) {
			return E;
		}
	}
	return PropertyInfo();
}
static Vector<String> _get_bezier_subindices_for_type(Variant::Type p_type, bool *r_valid = nullptr) {