### 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
String base = animation->get_path().substr(0, srpos);
			if (ResourceLoader::get_resource_type(base) == "PackedScene") {
				if (!get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->get_scene_file_path() != base) {
					file_read_only = true;
				}
			} else {
				if (FileAccess::exists(base + ".import")) {
					file_read_only = true;
				}
			}
		}
	} else {
		if (FileAccess::exists(animation->get_path() + ".import")) {
			file_read_only = true;
		}
	}
	RBMap<String, VBoxContainer *> group_sort;
	bool use_grouping = !view_group->is_pressed();
	bool use_filter = selected_filter->is_pressed();
	for (int i = 0; i < animation->get_track_count(); i++) {
		AnimationTrackEdit *track_edit = nullptr;
		
		if (use_filter) {
			NodePath path = animation->track_get_path(i);
			if (root && root->has_node(path)) {
				Node *node = root->get_node(path);
				if (!node) {
					continue; 
				}
				if (!EditorNode::get_singleton()->get_editor_selection()->is_selected(node)) {