### 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
last_menu_track_opt = p_option;
	switch (p_option) {
		case EDIT_COPY_TRACKS: {
			track_copy_select->clear();
			TreeItem *troot = track_copy_select->create_item();
			for (int i = 0; i < animation->get_track_count(); i++) {
				NodePath path = animation->track_get_path(i);
				Node *node = nullptr;
				if (root && root->has_node(path)) {
					node = root->get_node(path);
				}
				String text;
				Ref<Texture2D> icon = get_theme_icon(SNAME("Node"), SNAME("EditorIcons"));
				if (node) {
					if (has_theme_icon(node->get_class(), SNAME("EditorIcons"))) {
						icon = get_theme_icon(node->get_class(), SNAME("EditorIcons"));
					}
					text = node->get_name();
					Vector<StringName> sn = path.get_subnames();
					for (int j = 0; j < sn.size(); j++) {
						text += ".";
						text += sn[j];
					}
					path = NodePath(node->get_path().get_names(), path.get_subnames(), true); 
				} else {
					text = path;