### 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)
_run(false, quick_run->get_selected());
}
void EditorNode::notify_all_debug_sessions_exited() {
	_menu_option_confirm(RUN_STOP, false);
	stop_button->set_pressed(false);
	editor_run.stop();
}
void EditorNode::add_io_error(const String &p_error) {
	_load_error_notify(singleton, p_error);
}
void EditorNode::_load_error_notify(void *p_ud, const String &p_text) {
	EditorNode *en = static_cast<EditorNode *>(p_ud);
	en->load_errors->add_image(en->gui_base->get_theme_icon(SNAME("Error"), SNAME("EditorIcons")));
	en->load_errors->add_text(p_text + "\n");
	en->load_error_dialog->popup_centered_ratio(0.5);
}
bool EditorNode::_find_scene_in_use(Node *p_node, const String &p_path) const {