### 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 waiting_for_first_scan = true;
	int current_menu_option = 0;
	SubViewport *scene_root = nullptr; 
	Object *current = nullptr;
	Ref<Resource> saving_resource;
	uint64_t update_spinner_step_msec = 0;
	uint64_t update_spinner_step_frame = 0;
	int update_spinner_step = 0;
	String _tmp_import_path;
	String external_file;
	String open_navigate;
	String run_custom_filename;
	String run_current_filename;
	DynamicFontImportSettings *fontdata_import_settings = nullptr;
	SceneImportSettings *scene_import_settings = nullptr;
	AudioStreamImportSettings *audio_stream_import_settings = nullptr;
	String import_reload_fn;
	HashSet<String> textfile_extensions;
	HashSet<FileDialog *> file_dialogs;
	HashSet<EditorFileDialog *> editor_file_dialogs;
	Vector<Ref<EditorResourceConversionPlugin>> resource_conversion_plugins;
	PrintHandlerList print_handler;
	HashMap<String, Ref<Texture2D>> icon_type_cache;
	HashMap<Ref<Script>, Ref<Texture>> script_icon_cache;
	static EditorBuildCallback build_callbacks[MAX_BUILD_CALLBACKS];
	static EditorPluginInitializeCallback plugin_init_callbacks[MAX_INIT_CALLBACKS];
	static int build_callback_count;
	static int plugin_init_callback_count;
	static Vector<EditorNodeInitCallback> _init_callbacks;
	static void _dependency_error_report(void *ud, const String &p_path, const String &p_dep, const String &p_type) {