### 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)
int original_edited_scene_idx = editor_data.get_edited_scene();
	HashMap<int, List<Node *>> edited_scene_map;
	
	
	for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
		if (editor_data.get_scene_path(i) != p_instance_path) {
			Node *edited_scene_root = editor_data.get_edited_scene_root(i);
			if (edited_scene_root) {
				List<Node *> valid_nodes;
				find_all_instances_inheriting_path_in_node(edited_scene_root, edited_scene_root, p_instance_path, valid_nodes);
				if (valid_nodes.size() > 0) {
					edited_scene_map[i] = valid_nodes;
				}
			}
		}
	}
	if (edited_scene_map.size() > 0) {
		
		Error err;
		Ref<PackedScene> instance_scene_packed_scene = ResourceLoader::load(p_instance_path, "", ResourceFormatLoader::CACHE_MODE_IGNORE, &err);
		instance_scene_packed_scene->set_path(p_instance_path, true);
		ERR_FAIL_COND(err != OK);
		ERR_FAIL_COND(instance_scene_packed_scene.is_null());
		HashMap<String, Ref<PackedScene>> local_scene_cache;
		local_scene_cache[p_instance_path] = instance_scene_packed_scene;
		for (const KeyValue<int, List<Node *>> &edited_scene_map_elem : edited_scene_map) {