### 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
if (mb->is_command_or_control_pressed() || mb->is_shift_pressed()) {
						if (editor->is_key_selected(track, key_idx)) {
							emit_signal(SNAME("deselect_key"), key_idx);
						} else {
							emit_signal(SNAME("select_key"), key_idx, false);
							moving_selection_attempt = true;
							select_single_attempt = -1;
							moving_selection_from_ofs = (mb->get_position().x - limit) / timeline->get_zoom_scale();
						}
					} else {
						if (!editor->is_key_selected(track, key_idx)) {
							emit_signal(SNAME("select_key"), key_idx, true);
							select_single_attempt = -1;
						} else {
							select_single_attempt = key_idx;
						}
						moving_selection_attempt = true;
						moving_selection_from_ofs = (mb->get_position().x - limit) / timeline->get_zoom_scale();
					}
					if (read_only) {
						moving_selection_attempt = false;
						moving_selection_from_ofs = 0.0f;
					}
					accept_event();
				}
			}
		}
	}
	if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
		Point2 pos = mb->get_position();