### 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
timeline->set_play_position(p_pos);
	for (int i = 0; i < track_edits.size(); i++) {
		track_edits[i]->set_play_position(p_pos);
	}
	_redraw_groups();
	bezier_edit->set_play_position(p_pos);
}
static bool track_type_is_resettable(Animation::TrackType p_type) {
	switch (p_type) {
		case Animation::TYPE_VALUE:
			[[fallthrough]];
		case Animation::TYPE_BLEND_SHAPE:
			[[fallthrough]];
		case Animation::TYPE_BEZIER:
			[[fallthrough]];
		case Animation::TYPE_POSITION_3D:
			[[fallthrough]];
		case Animation::TYPE_ROTATION_3D:
			[[fallthrough]];
		case Animation::TYPE_SCALE_3D:
			return true;
		default:
			return false;
	}
}
void AnimationTrackEditor::make_insert_queue() {