### 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
Ref<Animation> reset = player->get_animation(SceneStringNames::get_singleton()->RESET);
			if (reset != p_from_animation) {
				for (int i = 0; i < reset->get_track_count(); i++) {
					if (reset->track_get_path(i) == p_from_animation->track_get_path(p_track)) {
						
						bool used = false;
						List<StringName> animation_list;
						player->get_animation_list(&animation_list);
						for (const StringName &anim_name : animation_list) {
							Ref<Animation> anim = player->get_animation(anim_name);
							if (anim == p_from_animation || anim == reset) {
								continue;
							}
							for (int j = 0; j < anim->get_track_count(); j++) {
								if (anim->track_get_path(j) == reset->track_get_path(i)) {
									used = true;
									break;
								}
							}
							if (used) {
								break;
							}
						}
						if (!used) {
							_animation_track_remove_request(i, reset);
						}
						break;
					}
				}
			}