### 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)
EditorFileDialog *file_templates = nullptr;
	EditorFileDialog *file_export_lib = nullptr;
	EditorFileDialog *file_script = nullptr;
	EditorFileDialog *file_android_build_source = nullptr;
	CheckBox *file_export_lib_merge = nullptr;
	CheckBox *file_export_lib_apply_xforms = nullptr;
	String current_path;
	MenuButton *update_spinner = nullptr;
	HBoxContainer *main_editor_button_hb = nullptr;
	Vector<Button *> main_editor_buttons;
	Vector<EditorPlugin *> editor_table;
	AudioStreamPreviewGenerator *audio_preview_gen = nullptr;
	ProgressDialog *progress_dialog = nullptr;
	BackgroundProgress *progress_hb = nullptr;
	DependencyErrorDialog *dependency_error = nullptr;
	HashMap<String, HashSet<String>> dependency_errors;
	DependencyEditor *dependency_fixer = nullptr;
	OrphanResourcesDialog *orphan_resources = nullptr;
	ConfirmationDialog *open_imported = nullptr;
	Button *new_inherited_button = nullptr;
	String open_import_request;
	Vector<Control *> floating_docks;
	Button *dock_float = nullptr;
	Button *dock_tab_move_left = nullptr;
	Button *dock_tab_move_right = nullptr;
	Control *dock_select = nullptr;
	PopupPanel *dock_select_popup = nullptr;
	Rect2 dock_select_rect[DOCK_SLOT_MAX];
	TabContainer *dock_slot[DOCK_SLOT_MAX];
	Timer *dock_drag_timer = nullptr;