### 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)
EditorData editor_data;
	EditorFolding editor_folding;
	EditorRun editor_run;
	EditorSelectionHistory editor_history;
	EditorCommandPalette *command_palette = nullptr;
	EditorExport *editor_export = nullptr;
	EditorInterface *editor_interface = nullptr;
	EditorLog *log = nullptr;
	EditorNativeShaderSourceVisualizer *native_shader_source_visualizer = nullptr;
	EditorPlugin *editor_plugin_screen = nullptr;
	EditorPluginList *editor_plugins_force_input_forwarding = nullptr;
	EditorPluginList *editor_plugins_force_over = nullptr;
	EditorPluginList *editor_plugins_over = nullptr;
	EditorQuickOpen *quick_open = nullptr;
	EditorQuickOpen *quick_run = nullptr;
	EditorResourcePreview *resource_preview = nullptr;
	EditorRunNative *run_native = nullptr;
	EditorSelection *editor_selection = nullptr;
	EditorSettingsDialog *editor_settings_dialog = nullptr;
	HistoryDock *history_dock = nullptr;
	ProjectExportDialog *project_export = nullptr;
	ProjectSettingsEditor *project_settings_editor = nullptr;
	FBXImporterManager *fbx_importer_manager = nullptr;
	Vector<EditorPlugin *> editor_plugins;
	bool _initializing_plugins = false;
	HashMap<String, EditorPlugin *> addon_name_to_plugin;
	LocalVector<String> pending_addons;
	HashMap<ObjectID, HashSet<EditorPlugin *>> active_plugins;
	bool is_main_screen_editing = false;
	PanelContainer *scene_root_parent = nullptr;