### 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 (key_edit) {
		memdelete(key_edit);
	}
	if (multi_key_edit) {
		memdelete(multi_key_edit);
	}
}
void AnimationTrackKeyEditEditor::_time_edit_entered() {
	int key = animation->track_find_key(track, key_ofs, Animation::FIND_MODE_APPROX);
	if (key == -1) {
		return;
	}
	key_data_cache.time = animation->track_get_key_time(track, key);
	key_data_cache.transition = animation->track_get_key_transition(track, key);
	key_data_cache.value = animation->track_get_key_value(track, key);
}
void AnimationTrackKeyEditEditor::_time_edit_exited() {
	real_t new_time = spinner->get_value();
	if (use_fps) {
		real_t fps = animation->get_step();
		if (fps > 0) {
			fps = 1.0 / fps;
		}
		new_time /= fps;
	}
	if (Math::is_equal_approx(new_time, key_data_cache.time)) {
		return; 
	}
	int existing = animation->track_find_key(track, new_time, Animation::FIND_MODE_APPROX);
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();