### 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
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	undo_redo->create_action(TTR("Animation Move Keys"));
	List<_AnimMoveRestore> to_restore;
	float motion = moving_selection_offset;
	
	for (RBMap<SelectedKey, KeyInfo>::Element *E = selection.back(); E; E = E->prev()) {
		undo_redo->add_do_method(animation.ptr(), "track_remove_key", E->key().track, E->key().key);
	}
	
	for (RBMap<SelectedKey, KeyInfo>::Element *E = selection.back(); E; E = E->prev()) {
		float newtime = snap_time(E->get().pos + motion);
		int idx = animation->track_find_key(E->key().track, newtime, Animation::FIND_MODE_APPROX);
		if (idx == -1) {
			continue;
		}
		SelectedKey sk;
		sk.key = idx;