### Godot version

4.0 d93b66a

### System information

Windows 10 x64

### Issue description

I have a 2D scene with some 3D nodes. The root is node 2D, most nodes are 2D, I have 2D node selected. When I switch scene tab and back, the editor switches to 3D view, even though the 2D node is still selected.

I managed to strip the scene to bare minimum. You need a Node3D with Camera3D and DirectionalLight3D children.

https://user-images.githubusercontent.com/2223172/213327465-ba07760e-6dab-43c0-96e8-5109fcc0a576.mp4


### Steps to reproduce

1. Make 2D scene
2. Add some 3D
3. This bug has a chance to happen
4. Check the repro for setup that reproduces the issue

### Minimal reproduction project

[3DBug.tscn.txt](https://github.com/godotengine/godot/files/10452297/3DBug.tscn.txt)

int ofs = p_layout->get_value(p_section, "dock_split_" + itos(i + 1));
		vsplits[i]->set_split_offset(ofs);
	}
	for (int i = 0; i < hsplits.size(); i++) {
		if (!p_layout->has_section_key(p_section, "dock_hsplit_" + itos(i + 1))) {
			continue;
		}
		int ofs = p_layout->get_value(p_section, "dock_hsplit_" + itos(i + 1));
		hsplits[i]->set_split_offset(ofs);
	}
	for (int i = 0; i < vsplits.size(); i++) {
		bool in_use = dock_slot[i * 2 + 0]->get_tab_count() || dock_slot[i * 2 + 1]->get_tab_count();
		if (in_use) {
			vsplits[i]->show();
		} else {
			vsplits[i]->hide();
		}
	}
	if (right_l_vsplit->is_visible() || right_r_vsplit->is_visible()) {
		right_hsplit->show();
	} else {
		right_hsplit->hide();
	}
	for (int i = 0; i < DOCK_SLOT_MAX; i++) {
		if (dock_slot[i]->is_visible() && dock_slot[i]->get_tab_count()) {
			dock_slot[i]->set_current_tab(0);
		}
	}
}
void EditorNode::_load_open_scenes_from_config(Ref<ConfigFile> p_layout, const String &p_section) {