### 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
NodePath np = value;
	if (np == NodePath()) {
		return;
	}
	Node *root = EditorNode::get_singleton()->get_tree()->get_root();
	Node *np_node = root->get_node(np);
	ERR_FAIL_COND(!np_node);
	Node *edited_node = root->get_node(base);
	ERR_FAIL_COND(!edited_node);
	value = edited_node->get_path_to(np_node);
}
void AnimationTrackKeyEdit::_update_obj(const Ref<Animation> &p_anim) {
	if (setting || animation != p_anim) {
		return;
	}
	notify_change();
}
void AnimationTrackKeyEdit::_key_ofs_changed(const Ref<Animation> &p_anim, float from, float to) {
	if (animation != p_anim || from != key_ofs) {
		return;
	}
	key_ofs = to;
	if (setting) {
		return;
	}
	notify_change();
}
bool AnimationTrackKeyEdit::_set(const StringName &p_name, const Variant &p_value) {