### 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)
bool has_scenes_in_session();
	int execute_and_show_output(const String &p_title, const String &p_path, const List<String> &p_arguments, bool p_close_on_ok = true, bool p_close_on_errors = false);
	EditorNode();
	~EditorNode();
	void add_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin);
	void remove_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin);
	Vector<Ref<EditorResourceConversionPlugin>> find_resource_conversion_plugin(const Ref<Resource> &p_for_resource);
	bool ensure_main_scene(bool p_from_native);
	Error run_play_native(int p_id);
	void run_play();
	void run_play_current();
	void run_play_custom(const String &p_custom);
	void run_stop();
	bool is_run_playing() const;
	String get_run_playing_scene() const;
};
struct EditorProgress {
	String task;
	bool step(const String &p_state, int p_step = -1, bool p_force_refresh = true) { return EditorNode::progress_task_step(task, p_state, p_step, p_force_refresh); }
	EditorProgress(const String &p_task, const String &p_label, int p_amount, bool p_can_cancel = false) {
		EditorNode::progress_add_task(p_task, p_label, p_amount, p_can_cancel);
		task = p_task;
	}
	~EditorProgress() { EditorNode::progress_end_task(task); }
};
class EditorPluginList : public Object {