### 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
insert_data.clear();
	insert_queue = true;
}
void AnimationTrackEditor::commit_insert_queue() {
	bool reset_allowed = true;
	AnimationPlayer *player = AnimationPlayerEditor::get_singleton()->get_player();
	if (player->has_animation(SceneStringNames::get_singleton()->RESET) && player->get_animation(SceneStringNames::get_singleton()->RESET) == animation) {
		
		reset_allowed = false;
	} else {
		bool some_resettable = false;
		for (int i = 0; i < insert_data.size(); i++) {
			if (track_type_is_resettable(insert_data[i].type)) {
				some_resettable = true;
				break;
			}
		}
		if (!some_resettable) {
			reset_allowed = false;
		}
	}
	
	int num_tracks = 0;
	String last_track_query;
	bool all_bezier = true;