### 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
} break;
		case Animation::TYPE_VALUE: {
			Variant v = animation->track_get_key_value(track, key);
			if (hint.type != Variant::NIL) {
				PropertyInfo pi = hint;
				pi.name = PNAME("value");
				p_list->push_back(pi);
			} else {
				PropertyHint val_hint = PROPERTY_HINT_NONE;
				String val_hint_string;
				if (v.get_type() == Variant::OBJECT) {
					
					Ref<Resource> res = v;
					if (res.is_valid()) {
						val_hint = PROPERTY_HINT_RESOURCE_TYPE;
						val_hint_string = res->get_class();
					}
				}
				if (v.get_type() != Variant::NIL) {
					p_list->push_back(PropertyInfo(v.get_type(), PNAME("value"), val_hint, val_hint_string));
				}
			}
		} break;
		case Animation::TYPE_METHOD: {
			p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("name")));
			p_list->push_back(PropertyInfo(Variant::INT, PNAME("arg_count"), PROPERTY_HINT_RANGE, "0,32,1,or_greater"));
			Dictionary d = animation->track_get_key_value(track, key);
			ERR_FAIL_COND(!d.has("args"));
			Vector<Variant> args = d["args"];
			String vtypes;