### 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
}
				if (animation->track_get_key_value(first_track, first_key).get_type() != animation->track_get_key_value(track, key).get_type()) {
					same_key_type = false;
				}
			}
		}
	}
	if (same_track_type) {
		switch (animation->track_get_type(first_track)) {
			case Animation::TYPE_POSITION_3D: {
				p_list->push_back(PropertyInfo(Variant::VECTOR3, "position"));
			} break;
			case Animation::TYPE_ROTATION_3D: {
				p_list->push_back(PropertyInfo(Variant::QUATERNION, "rotation"));
			} break;
			case Animation::TYPE_SCALE_3D: {
				p_list->push_back(PropertyInfo(Variant::VECTOR3, "scale"));
			} break;
			case Animation::TYPE_BLEND_SHAPE: {
				p_list->push_back(PropertyInfo(Variant::FLOAT, "value"));
			} break;
			case Animation::TYPE_VALUE: {
				if (same_key_type) {
					Variant v = animation->track_get_key_value(first_track, first_key);
					if (hint.type != Variant::NIL) {
						PropertyInfo pi = hint;
						pi.name = "value";
						p_list->push_back(pi);
					} else {
						PropertyHint val_hint = PROPERTY_HINT_NONE;