### 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)
if (p_node->get_scene_file_path() == p_path) {
		return true;
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		if (_find_scene_in_use(p_node->get_child(i), p_path)) {
			return true;
		}
	}
	return false;
}
bool EditorNode::is_scene_in_use(const String &p_path) {
	Node *es = get_edited_scene();
	if (es) {
		return _find_scene_in_use(es, p_path);
	}
	return false;
}
void EditorNode::stop_child_process(OS::ProcessID p_pid) {
	if (has_child_process(p_pid)) {
		editor_run.stop_child_process(p_pid);
		if (!editor_run.get_child_process_count()) { 
			_menu_option_confirm(RUN_STOP, false);
		}
	}
}
Ref<Script> EditorNode::get_object_custom_type_base(const Object *p_object) const {