### Godot version

4.0 d93b66a

### System information

Windows 10 x64

### Issue description

I have a 2D scene with some 3D nodes. The root is node 2D, most nodes are 2D, I have 2D node selected. When I switch scene tab and back, the editor switches to 3D view, even though the 2D node is still selected.

I managed to strip the scene to bare minimum. You need a Node3D with Camera3D and DirectionalLight3D children.

https://user-images.githubusercontent.com/2223172/213327465-ba07760e-6dab-43c0-96e8-5109fcc0a576.mp4


### Steps to reproduce

1. Make 2D scene
2. Add some 3D
3. This bug has a chance to happen
4. Check the repro for setup that reproduces the issue

### Minimal reproduction project

[3DBug.tscn.txt](https://github.com/godotengine/godot/files/10452297/3DBug.tscn.txt)

return changing_scene;
}
void EditorNode::set_current_scene(int p_idx) {
	
	if (editor_data.get_scene_path(p_idx) != "" && editor_data.get_edited_scene_root(p_idx)) {
		editor_folding.save_scene_folding(editor_data.get_edited_scene_root(p_idx), editor_data.get_scene_path(p_idx));
	}
	if (editor_data.check_and_update_scene(p_idx)) {
		if (editor_data.get_scene_path(p_idx) != "") {
			editor_folding.load_scene_folding(editor_data.get_edited_scene_root(p_idx), editor_data.get_scene_path(p_idx));
		}
		EditorUndoRedoManager::get_singleton()->clear_history(false, editor_data.get_scene_history_id(p_idx));
	}
	changing_scene = true;
	editor_data.save_edited_scene_state(editor_selection, &editor_history, _get_main_scene_state());
	if (get_editor_data().get_edited_scene_root()) {
		if (get_editor_data().get_edited_scene_root()->get_parent() == scene_root) {
			scene_root->remove_child(get_editor_data().get_edited_scene_root());
		}
	}
	editor_selection->clear();
	editor_data.set_edited_scene(p_idx);
	Node *new_scene = editor_data.get_edited_scene_root();
	if (Popup *p = Object::cast_to<Popup>(new_scene)) {
		p->show();
	}
	SceneTreeDock::get_singleton()->set_edited_scene(new_scene);
	if (get_tree()) {
		get_tree()->set_edited_scene_root(new_scene);
	}