### 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
EditorSelectionHistory *history = EditorNode::get_singleton()->get_editor_selection_history();
	ERR_FAIL_COND(!root);
	ERR_FAIL_COND(history->get_path_size() == 0);
	Object *obj = ObjectDB::get_instance(history->get_path_object(0));
	ERR_FAIL_COND(!Object::cast_to<Node>(obj));
	
	Node *node = Object::cast_to<Node>(obj);
	String path = root->get_path_to(node, true);
	if (Object::cast_to<AnimationPlayer>(node) && p_property == "current_animation") {
		if (node == AnimationPlayerEditor::get_singleton()->get_player()) {
			EditorNode::get_singleton()->show_warning(TTR("AnimationPlayer can't animate itself, only other players."));
			return;
		}
		_insert_animation_key(path, p_value);
		return;
	}
	for (int i = 1; i < history->get_path_size(); i++) {
		String prop = history->get_path_property(i);
		ERR_FAIL_COND(prop.is_empty());
		path += ":" + prop;
	}