### 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)
file_menu->set_item_disabled(file_menu->get_item_index(FILE_OPEN_PREV), previous_scenes.is_empty());
	_update_undo_redo_allowed();
}
void EditorNode::_update_file_menu_closed() {
	file_menu->set_item_disabled(file_menu->get_item_index(FILE_OPEN_PREV), false);
}
VBoxContainer *EditorNode::get_main_screen_control() {
	return main_screen_vbox;
}
void EditorNode::editor_select(int p_which) {
	static bool selecting = false;
	if (selecting || changing_scene) {
		return;
	}
	ERR_FAIL_INDEX(p_which, editor_table.size());
	if (!main_editor_buttons[p_which]->is_visible()) { 
		return;
	}
	selecting = true;
	for (int i = 0; i < main_editor_buttons.size(); i++) {
		main_editor_buttons[i]->set_pressed(i == p_which);
	}
	selecting = false;
	EditorPlugin *new_editor = editor_table[p_which];
	ERR_FAIL_COND(!new_editor);
	if (editor_plugin_screen == new_editor) {
		return;