### 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
bool created = false;
	bool create_normal_track = p_id.track_idx < 0;
	bool create_reset_track = p_reset_wanted && track_type_is_resettable(p_id.type);
	Animation::UpdateMode update_mode = Animation::UPDATE_DISCRETE;
	if (create_normal_track || create_reset_track) {
		if (p_id.type == Animation::TYPE_VALUE || p_id.type == Animation::TYPE_BEZIER) {
			
			NodePath np;
			animation->add_track(p_id.type);
			animation->track_set_path(animation->get_track_count() - 1, p_id.path);
			PropertyInfo h = _find_hint_for_track(animation->get_track_count() - 1, np);
			animation->remove_track(animation->get_track_count() - 1); 
			if (h.type == Variant::FLOAT ||
					h.type == Variant::VECTOR2 ||
					h.type == Variant::RECT2 ||
					h.type == Variant::VECTOR3 ||
					h.type == Variant::AABB ||
					h.type == Variant::QUATERNION ||
					h.type == Variant::COLOR ||
					h.type == Variant::PLANE ||
					h.type == Variant::TRANSFORM2D ||
					h.type == Variant::TRANSFORM3D) {
				update_mode = Animation::UPDATE_CONTINUOUS;
			}