### 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
dragging_hsize = false;
	}
	if (mb.is_valid() && mb->get_position().x > get_name_limit() && mb->get_position().x < (get_size().width - get_buttons_width())) {
		if (!panner->is_panning() && mb->get_button_index() == MouseButton::LEFT) {
			int x = mb->get_position().x - get_name_limit();
			float ofs = x / get_zoom_scale() + get_value();
			emit_signal(SNAME("timeline_changed"), ofs, false, mb->is_alt_pressed());
			dragging_timeline = true;
		}
	}
	if (dragging_timeline && mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && !mb->is_pressed()) {
		dragging_timeline = false;
	}
	Ref<InputEventMouseMotion> mm = p_event;
	if (mm.is_valid()) {
		if (dragging_hsize) {
			int ofs = mm->get_position().x - dragging_hsize_from;
			name_limit = dragging_hsize_at + ofs;
			queue_redraw();
			emit_signal(SNAME("name_limit_changed"));
			play_position->queue_redraw();
		}
		if (dragging_timeline) {
			int x = mm->get_position().x - get_name_limit();
			float ofs = x / get_zoom_scale() + get_value();
			emit_signal(SNAME("timeline_changed"), ofs, false, mm->is_alt_pressed());
		}
	}
}
Control::CursorShape AnimationTimelineEdit::get_cursor_shape(const Point2 &p_pos) const {