### 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
ERR_FAIL_COND(!root);
	Node *node = get_node(p_path);
	ERR_FAIL_COND(!node);
	NodePath path_to = root->get_path_to(node, true);
	if (adding_track_type == Animation::TYPE_BLEND_SHAPE && !node->is_class("MeshInstance3D")) {
		EditorNode::get_singleton()->show_warning(TTR("Blend Shape tracks only apply to MeshInstance3D nodes."));
		return;
	}
	if ((adding_track_type == Animation::TYPE_POSITION_3D || adding_track_type == Animation::TYPE_ROTATION_3D || adding_track_type == Animation::TYPE_SCALE_3D) && !node->is_class("Node3D")) {
		EditorNode::get_singleton()->show_warning(TTR("Position/Rotation/Scale 3D tracks only apply to 3D-based nodes."));
		return;
	}
	switch (adding_track_type) {
		case Animation::TYPE_VALUE: {
			adding_track_path = path_to;
			prop_selector->set_type_filter(Vector<Variant::Type>());
			prop_selector->select_property_from_instance(node);
		} break;
		case Animation::TYPE_BLEND_SHAPE: {
			adding_track_path = path_to;
			Vector<Variant::Type> filter;