### 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
}
			} else {
				_cleanup_animation(animation);
			}
		} break;
	}
}
void AnimationTrackEditor::_cleanup_animation(Ref<Animation> p_animation) {
	for (int i = 0; i < p_animation->get_track_count(); i++) {
		bool prop_exists = false;
		Variant::Type valid_type = Variant::NIL;
		Object *obj = nullptr;
		Ref<Resource> res;
		Vector<StringName> leftover_path;
		Node *node = root->get_node_and_resource(p_animation->track_get_path(i), res, leftover_path);
		if (res.is_valid()) {
			obj = res.ptr();
		} else if (node) {
			obj = node;
		}
		if (obj && p_animation->track_get_type(i) == Animation::TYPE_VALUE) {
			valid_type = obj->get_static_property_type_indexed(leftover_path, &prop_exists);
		}
		if (!obj && cleanup_tracks->is_pressed()) {
			p_animation->remove_track(i);
			i--;
			continue;
		}
		if (!prop_exists || p_animation->track_get_type(i) != Animation::TYPE_VALUE || !cleanup_keys->is_pressed()) {
			continue;