### 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
AnimationPlayer *player = AnimationPlayerEditor::get_singleton()->get_player();
	if (player->has_animation(SceneStringNames::get_singleton()->RESET)) {
		return player->get_animation(SceneStringNames::get_singleton()->RESET);
	} else {
		Ref<AnimationLibrary> al;
		if (!player->has_animation_library("")) {
			al.instantiate();
			player->add_animation_library("", al);
		} else {
			al = player->get_animation_library("");
		}
		Ref<Animation> reset_anim;
		reset_anim.instantiate();
		reset_anim->set_length(ANIM_MIN_LENGTH);
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->add_do_method(al.ptr(), "add_animation", SceneStringNames::get_singleton()->RESET, reset_anim);
		undo_redo->add_do_method(AnimationPlayerEditor::get_singleton(), "_animation_player_changed", player);
		undo_redo->add_undo_method(al.ptr(), "remove_animation", SceneStringNames::get_singleton()->RESET);
		undo_redo->add_undo_method(AnimationPlayerEditor::get_singleton(), "_animation_player_changed", player);
		return reset_anim;
	}
}
void AnimationTrackEditor::_confirm_insert_list() {