### 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)
#ifndef EDITOR_NODE_H
#define EDITOR_NODE_H
#include "core/templates/safe_refcount.h"
#include "editor/editor_data.h"
#include "editor/editor_folding.h"
#include "editor/editor_native_shader_source_visualizer.h"
#include "editor/editor_plugin.h"
#include "editor/editor_run.h"
#include "editor/editor_title_bar.h"
#include "editor/export/editor_export.h"
typedef void (*EditorNodeInitCallback)();
typedef void (*EditorPluginInitializeCallback)();
typedef bool (*EditorBuildCallback)();
class AcceptDialog;