### 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)

push_item(p_node);
}
void EditorNode::edit_resource(const Ref<Resource> &p_resource) {
	InspectorDock::get_singleton()->edit_resource(p_resource);
}
void EditorNode::save_resource_in_path(const Ref<Resource> &p_resource, const String &p_path) {
	editor_data.apply_changes_in_editors();
	int flg = 0;
	if (EDITOR_GET("filesystem/on_save/compress_binary_resources")) {
		flg |= ResourceSaver::FLAG_COMPRESS;
	}
	String path = ProjectSettings::get_singleton()->localize_path(p_path);
	Error err = ResourceSaver::save(p_resource, path, flg | ResourceSaver::FLAG_REPLACE_SUBRESOURCE_PATHS);
	if (err != OK) {
		if (ResourceLoader::is_imported(p_resource->get_path())) {
			show_accept(TTR("Imported resources can't be saved."), TTR("OK"));
		} else {
			show_accept(TTR("Error saving resource!"), TTR("OK"));
		}
		return;
	}
	((Resource *)p_resource.ptr())->set_path(path);
	emit_signal(SNAME("resource_saved"), p_resource);
	editor_data.notify_resource_saved(p_resource);
}
void EditorNode::save_resource(const Ref<Resource> &p_resource) {