### 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)
}
			else if (main_plugin != editor_plugin_screen && (!ScriptEditor::get_singleton() || !ScriptEditor::get_singleton()->is_visible_in_tree() || ScriptEditor::get_singleton()->can_take_away_focus())) {
				
				editor_plugin_screen->edit(nullptr);
				active_plugins[editor_owner_id].erase(editor_plugin_screen);
				
				editor_select(plugin_index);
				main_plugin->edit(current_obj);
			} else {
				editor_plugin_screen->edit(current_obj);
			}
			is_main_screen_editing = true;
		} else if (!main_plugin && editor_plugin_screen && is_main_screen_editing) {
			editor_plugin_screen->edit(nullptr);
			is_main_screen_editing = false;
		}
		edit_item(current_obj, editor_owner);
	}
	InspectorDock::get_singleton()->update(current_obj);
}
void EditorNode::_write_movie_toggled(bool p_enabled) {
	if (p_enabled) {
		launch_pad->add_theme_style_override("panel", gui_base->get_theme_stylebox(SNAME("LaunchPadMovieMode"), SNAME("EditorStyles")));
		write_movie_panel->add_theme_style_override("panel", gui_base->get_theme_stylebox(SNAME("MovieWriterButtonPressed"), SNAME("EditorStyles")));
	} else {
		launch_pad->add_theme_style_override("panel", gui_base->get_theme_stylebox(SNAME("LaunchPadNormal"), SNAME("EditorStyles")));
		write_movie_panel->add_theme_style_override("panel", gui_base->get_theme_stylebox(SNAME("MovieWriterButtonNormal"), SNAME("EditorStyles")));
	}
}
void EditorNode::_run(bool p_current, const String &p_custom) {