### 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 (panner->gui_input(p_event)) {
		scroll->accept_event();
		return;
	}
	Ref<InputEventMouseButton> mb = p_event;
	if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) {
		if (mb->is_pressed()) {
			box_selecting = true;
			box_selecting_from = scroll->get_global_transform().xform(mb->get_position());
			box_select_rect = Rect2();
		} else if (box_selecting) {
			if (box_selection->is_visible_in_tree()) {
				
				for (int i = 0; i < track_edits.size(); i++) {
					Rect2 local_rect = box_select_rect;
					local_rect.position -= track_edits[i]->get_global_position();
					track_edits[i]->append_to_selection(local_rect, mb->is_command_or_control_pressed());
				}
				if (_get_track_selected() == -1 && track_edits.size() > 0) { 
					track_edits[track_edits.size() - 1]->grab_focus();
				}
			} else {
				_clear_selection(true); 
			}
			box_selection->hide();
			box_selecting = false;
		}
	}
	Ref<InputEventMouseMotion> mm = p_event;