### Godot version

4.2.rc 7022271

### System information

Godot v4.2.rc (702227129) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)

### Issue description

Attempting to run Edit -> Apply Reset on an animation player with a RESET track fails because the `AnimationMixer::apply_reset` method is called with `p_user_initiated` true.

In this case, it attempts to use UndoRedo to apply `"_reset"` which does not exist / is not exposed on AnimationPlayer.
```
Animation Apply Reset
  core\object\undo_redo.cpp:345 - Error calling UndoRedo method operation '_reset': 'AnimationPlayer::_reset': Instance is null
```
Other uses of `apply_reset` pass false which directly calls `AnimationMixer::reset()` and works fine.

Is there any reason that `reset` or `apply_reset` aren't exposed to scripting normally?

### Steps to reproduce

1. Import a model with a reset track
2. New Inherited Scene
3. Select the scene button in the hierarchy to open the base model directly.
4. Click "Open Anyway"
5. Select the AnimationPlayer
6. Choose the `_T-Pose_` animation or any animation other than `RESET`
7. Click the Edit menu -> `Apply Reset`. Nothing happens.
8. An error is printed in the log

### Minimal reproduction project

[ApplyReset.zip](https://github.com/godotengine/godot/files/13442920/ApplyReset.zip)

public:
	
	Dictionary *get_animation_libraries();
	void get_animation_library_list(List<StringName> *p_animations) const;
	Ref<AnimationLibrary> get_animation_library(const StringName &p_name) const;
	bool has_animation_library(const StringName &p_name) const;
	StringName find_animation_library(const Ref<Animation> &p_animation) const;
	Error add_animation_library(const StringName &p_name, const Ref<AnimationLibrary> &p_animation_library);
	void remove_animation_library(const StringName &p_name);
	void rename_animation_library(const StringName &p_name, const StringName &p_new_name);
	void get_animation_list(List<StringName> *p_animations) const;
	Ref<Animation> get_animation(const StringName &p_name) const;
	bool has_animation(const StringName &p_name) const;
	StringName find_animation(const Ref<Animation> &p_animation) const;
	
	void set_active(bool p_active);
	bool is_active() const;
	void set_deterministic(bool p_deterministic);
	bool is_deterministic() const;
	void set_root_node(const NodePath &p_path);
	NodePath get_root_node() const;
	void set_callback_mode_process(AnimationCallbackModeProcess p_mode);
	AnimationCallbackModeProcess get_callback_mode_process() const;
	void set_callback_mode_method(AnimationCallbackModeMethod p_mode);
	AnimationCallbackModeMethod get_callback_mode_method() const;
	void set_audio_max_polyphony(int p_audio_max_polyphony);
	int get_audio_max_polyphony() const;
	
	void set_root_motion_track(const NodePath &p_track);
	NodePath get_root_motion_track() const;