### 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
if (!read_only) {
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->create_action(TTR("Change Animation Loop"));
		switch (animation->get_loop_mode()) {
			case Animation::LOOP_NONE: {
				undo_redo->add_do_method(animation.ptr(), "set_loop_mode", Animation::LOOP_LINEAR);
			} break;
			case Animation::LOOP_LINEAR: {
				undo_redo->add_do_method(animation.ptr(), "set_loop_mode", Animation::LOOP_PINGPONG);
			} break;
			case Animation::LOOP_PINGPONG: {
				undo_redo->add_do_method(animation.ptr(), "set_loop_mode", Animation::LOOP_NONE);
			} break;
			default:
				break;
		}
		undo_redo->add_do_method(this, "update_values");
		undo_redo->add_undo_method(animation.ptr(), "set_loop_mode", animation->get_loop_mode());
		undo_redo->add_undo_method(this, "update_values");
		undo_redo->commit_action();
	} else {
		String base_path = animation->get_path();
		if (FileAccess::exists(base_path + ".import")) {
			EditorNode::get_singleton()->show_warning(TTR("Can't change loop mode on animation instanced from imported scene."));
		} else {
			EditorNode::get_singleton()->show_warning(TTR("Can't change loop mode on animation embedded in another scene."));
		}
		update_values();
	}
}