### 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)
case Variant::ARRAY: {
				Array varray = obj->get(E.name);
				int len = varray.size();
				for (int i = 0; i < len; i++) {
					const Variant &v = varray.get(i);
					Ref<Resource> res = v;
					if (_find_and_save_resource(res, processed, flags)) {
						ret_changed = true;
					}
				}
			} break;
			case Variant::DICTIONARY: {
				Dictionary d = obj->get(E.name);
				List<Variant> keys;
				d.get_key_list(&keys);
				for (const Variant &F : keys) {
					Variant v = d[F];
					Ref<Resource> res = v;
					if (_find_and_save_resource(res, processed, flags)) {
						ret_changed = true;
					}
				}
			} break;
			default: {
			}
		}
	}
	return ret_changed;
}
void EditorNode::_save_edited_subresources(Node *scene, HashMap<Ref<Resource>, bool> &processed, int32_t flags) {