### 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
Node *get_root() const;
	void update_keying();
	bool has_keying() const;
	Dictionary get_state() const;
	void set_state(const Dictionary &p_state);
	void cleanup();
	void set_anim_pos(float p_pos);
	void insert_node_value_key(Node *p_node, const String &p_property, const Variant &p_value, bool p_only_if_exists = false);
	void insert_value_key(const String &p_property, const Variant &p_value, bool p_advance);
	void insert_transform_key(Node3D *p_node, const String &p_sub, const Animation::TrackType p_type, const Variant p_value);
	bool has_track(Node3D *p_node, const String &p_sub, const Animation::TrackType p_type);
	void make_insert_queue();
	void commit_insert_queue();
	void show_select_node_warning(bool p_show);
	bool is_key_selected(int p_track, int p_key) const;
	bool is_selection_active() const;
	bool is_moving_selection() const;
	bool is_snap_enabled() const;
	float get_moving_selection_offset() const;
	float snap_time(float p_value, bool p_relative = false);
	bool is_grouping_tracks();
	
	void goto_prev_step(bool p_from_mouse_event);
	
	void goto_next_step(bool p_from_mouse_event, bool p_timeline_only = false);
	MenuButton *get_edit_menu();
	AnimationTrackEditor();
	~AnimationTrackEditor();
};
class AnimationTrackKeyEditEditor : public EditorProperty {