### 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
editor = p_editor;
}
void AnimationTrackEdit::_play_position_draw() {
	if (!animation.is_valid() || play_position_pos < 0) {
		return;
	}
	float scale = timeline->get_zoom_scale();
	int h = get_size().height;
	int px = (-timeline->get_value() + play_position_pos) * scale + timeline->get_name_limit();
	if (px >= timeline->get_name_limit() && px < (get_size().width - timeline->get_buttons_width())) {
		Color color = get_theme_color(SNAME("accent_color"), SNAME("Editor"));
		play_position->draw_line(Point2(px, 0), Point2(px, h), color, Math::round(2 * EDSCALE));
	}
}
void AnimationTrackEdit::set_play_position(float p_pos) {
	play_position_pos = p_pos;
	play_position->queue_redraw();
}
void AnimationTrackEdit::update_play_position() {
	play_position->queue_redraw();
}
void AnimationTrackEdit::set_root(Node *p_root) {
	root = p_root;
}
void AnimationTrackEdit::_zoom_changed() {
	queue_redraw();
	play_position->queue_redraw();
}
void AnimationTrackEdit::_path_submitted(const String &p_text) {