### 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
track_edit_plugins.erase(p_plugin);
}
void AnimationTrackEditor::set_animation(const Ref<Animation> &p_anim, bool p_read_only) {
	if (animation != p_anim && _get_track_selected() >= 0) {
		track_edits[_get_track_selected()]->release_focus();
	}
	if (animation.is_valid()) {
		animation->disconnect("changed", callable_mp(this, &AnimationTrackEditor::_animation_changed));
		_clear_selection();
	}
	animation = p_anim;
	read_only = p_read_only;
	timeline->set_animation(p_anim, read_only);
	_cancel_bezier_edit();
	_update_tracks();
	if (animation.is_valid()) {
		animation->connect("changed", callable_mp(this, &AnimationTrackEditor::_animation_changed));
		hscroll->show();
		edit->set_disabled(read_only);
		step->set_block_signals(true);
		_update_step_spinbox();
		step->set_block_signals(false);
		step->set_read_only(false);
		snap->set_disabled(false);
		snap_mode->set_disabled(false);