### 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
}
	}
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	if (create_normal_track) {
		if (p_create_beziers) {
			bool valid;
			Vector<String> subindices = _get_bezier_subindices_for_type(p_id.value.get_type(), &valid);
			if (valid) {
				for (int i = 0; i < subindices.size(); i++) {
					InsertData id = p_id;
					id.type = Animation::TYPE_BEZIER;
					id.value = p_id.value.get(subindices[i].substr(1, subindices[i].length()));
					id.path = String(p_id.path) + subindices[i];
					p_next_tracks = _confirm_insert(id, p_next_tracks, p_reset_wanted, p_reset_anim, false);
				}
				return p_next_tracks;
			}
		}
		created = true;
		p_id.track_idx = p_next_tracks.normal;
		undo_redo->add_do_method(animation.ptr(), "add_track", p_id.type);
		undo_redo->add_do_method(animation.ptr(), "track_set_path", p_id.track_idx, p_id.path);
		if (p_id.type == Animation::TYPE_VALUE) {
			undo_redo->add_do_method(animation.ptr(), "value_track_set_update_mode", p_id.track_idx, update_mode);
		}
	}
	float time = timeline->get_play_position();
	Variant value;
	switch (p_id.type) {
		case Animation::TYPE_POSITION_3D: