### 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
update_obj = true;
				} break;
				case Animation::TYPE_BLEND_SHAPE:
				case Animation::TYPE_VALUE: {
					if (name == "value") {
						Variant value = p_value;
						if (value.get_type() == Variant::NODE_PATH) {
							_fix_node_path(value, base_map[track]);
						}
						if (!setting) {
							setting = true;
							undo_redo->create_action(TTR("Animation Multi Change Keyframe Value"), UndoRedo::MERGE_ENDS);
						}
						Variant prev = animation->track_get_key_value(track, key);
						undo_redo->add_do_method(animation.ptr(), "track_set_key_value", track, key, value);
						undo_redo->add_undo_method(animation.ptr(), "track_set_key_value", track, key, prev);
						update_obj = true;
					}
				} break;
				case Animation::TYPE_METHOD: {
					Dictionary d_old = animation->track_get_key_value(track, key);
					Dictionary d_new = d_old.duplicate();
					bool mergeable = false;
					if (name == "name") {
						d_new["method"] = p_value;
					} else if (name == "arg_count") {
						Vector<Variant> args = d_old["args"];
						args.resize(p_value);
						d_new["args"] = args;
						change_notify_deserved = true;