### 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
Size2 ms = add_track->get_minimum_size();
	Ref<Font> font = get_theme_font(SNAME("font"), SNAME("Label"));
	int font_size = get_theme_font_size(SNAME("font_size"), SNAME("Label"));
	ms.height = MAX(ms.height, font->get_height(font_size));
	ms.width = get_buttons_width() + add_track->get_minimum_size().width + get_theme_icon(SNAME("Hsize"), SNAME("EditorIcons"))->get_width() + 2;
	return ms;
}
void AnimationTimelineEdit::set_zoom(Range *p_zoom) {
	zoom = p_zoom;
	zoom->connect("value_changed", callable_mp(this, &AnimationTimelineEdit::_zoom_changed));
}
void AnimationTimelineEdit::set_track_edit(AnimationTrackEdit *p_track_edit) {
	track_edit = p_track_edit;
}
void AnimationTimelineEdit::set_play_position(float p_pos) {
	play_position_pos = p_pos;
	play_position->queue_redraw();
}
float AnimationTimelineEdit::get_play_position() const {