### Godot version

v4.0.beta17.mono.official [c40020513]

### System information

Windows11,Godot Mobile backend

### Issue description


https://user-images.githubusercontent.com/15378256/216791307-138e2206-f841-42b4-a9b2-b374da97affc.mp4

When selecting different CollisionShape2Ds, only the first selected gizmo is active and can be used even when selecting different   CollisionShape2D

### Steps to reproduce

Same root, 2 or more CollisionShape2Ds.

Minimal reproduction project uploaded, simply run editor and select between the CollisionShape2Ds.

### Minimal reproduction project

[bug1.zip](https://github.com/godotengine/godot/files/10609753/bug1.zip)
EditorProgress save("save", TTR("Saving Scene"), 4);
	if (editor_data.get_edited_scene_root() != nullptr) {
		save.step(TTR("Analyzing"), 0);
		int c2d = 0;
		int c3d = 0;
		_find_node_types(editor_data.get_edited_scene_root(), c2d, c3d);
		save.step(TTR("Creating Thumbnail"), 1);
		
		Ref<Image> img;
		
		
		
		if (c3d == 0 && c2d == 0) {
			img.instantiate();
			img->initialize_data(1, 1, false, Image::FORMAT_RGB8);
		} else if (c3d < c2d) {
			Ref<ViewportTexture> viewport_texture = scene_root->get_texture();
			if (viewport_texture->get_width() > 0 && viewport_texture->get_height() > 0) {
				img = viewport_texture->get_image();