### 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
_clear_key_edit();
	if (!animation.is_valid()) {
		return;
	}
	if (selection.size() == 1) {
		key_edit = memnew(AnimationTrackKeyEdit);
		key_edit->animation = animation;
		key_edit->animation_read_only = read_only;
		key_edit->track = selection.front()->key().track;
		key_edit->use_fps = timeline->is_using_fps();
		int key_id = selection.front()->key().key;
		if (key_id >= animation->track_get_key_count(key_edit->track)) {
			_clear_key_edit();
			return; 
		}
		float ofs = animation->track_get_key_time(key_edit->track, key_id);
		key_edit->key_ofs = ofs;
		key_edit->root_path = root;
		NodePath np;
		key_edit->hint = _find_hint_for_track(key_edit->track, np);
		key_edit->base = np;
		EditorNode::get_singleton()->push_item(key_edit);
	} else if (selection.size() > 1) {
		multi_key_edit = memnew(AnimationMultiTrackKeyEdit);