### 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)

NodePath root_motion_track;
	Vector3 root_motion_position = Vector3(0, 0, 0);
	Quaternion root_motion_rotation = Quaternion(0, 0, 0, 1);
	Vector3 root_motion_scale = Vector3(0, 0, 0);
	Vector3 root_motion_position_accumulator = Vector3(0, 0, 0);
	Quaternion root_motion_rotation_accumulator = Quaternion(0, 0, 0, 1);
	Vector3 root_motion_scale_accumulator = Vector3(1, 1, 1);
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;
	void _notification(int p_what);
	virtual void _validate_property(PropertyInfo &p_property) const;
	static void _bind_methods();
	void _node_removed(Node *p_node);
	
	virtual void _set_active(bool p_active);
	virtual void _remove_animation(const StringName &p_name);
	virtual void _rename_animation(const StringName &p_from_name, const StringName &p_to_name);
	
	virtual void _process_animation(double p_delta, bool p_update_only = false);
	virtual Variant _post_process_key_value(const Ref<Animation> &p_anim, int p_track, Variant p_value, const Object *p_object, int p_object_idx = -1);
	Variant post_process_key_value(const Ref<Animation> &p_anim, int p_track, Variant p_value, const Object *p_object, int p_object_idx = -1);
	GDVIRTUAL5RC(Variant, _post_process_key_value, Ref<Animation>, int, Variant, Object *, int);
	void _blend_init();
	virtual bool _blend_pre_process(double p_delta, int p_track_count, const HashMap<NodePath, int> &p_track_map);
	void _blend_calc_total_weight(); 
	void _blend_process(double p_delta, bool p_update_only = false);
	void _blend_apply();
	virtual void _blend_post_process();
	void _call_object(Object *p_object, const StringName &p_method, const Vector<Variant> &p_params, bool p_deferred);