### 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 true;
}
void AnimationTrackEdit::draw_key_link(int p_index, float p_pixels_sec, int p_x, int p_next_x, int p_clip_left, int p_clip_right) {
	if (p_next_x < p_clip_left) {
		return;
	}
	if (p_x > p_clip_right) {
		return;
	}
	Variant current = animation->track_get_key_value(get_track(), p_index);
	Variant next = animation->track_get_key_value(get_track(), p_index + 1);
	if (current != next) {
		return;
	}
	Color color = get_theme_color(SNAME("font_color"), SNAME("Label"));
	color.a = 0.5;
	int from_x = MAX(p_x, p_clip_left);
	int to_x = MIN(p_next_x, p_clip_right);
	draw_line(Point2(from_x + 1, get_size().height / 2), Point2(to_x, get_size().height / 2), color, Math::round(2 * EDSCALE));
}
void AnimationTrackEdit::draw_key(int p_index, float p_pixels_sec, int p_x, bool p_selected, int p_clip_left, int p_clip_right) {