### 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)
Control *theme_base = nullptr;
	Control *gui_base = nullptr;
	VBoxContainer *main_vbox = nullptr;
	OptionButton *renderer = nullptr;
	ConfirmationDialog *video_restart_dialog = nullptr;
	int renderer_current = 0;
	String renderer_request;
	
	HSplitContainer *left_l_hsplit = nullptr;
	VSplitContainer *left_l_vsplit = nullptr;
	HSplitContainer *left_r_hsplit = nullptr;
	VSplitContainer *left_r_vsplit = nullptr;
	HSplitContainer *main_hsplit = nullptr;
	HSplitContainer *right_hsplit = nullptr;
	VSplitContainer *right_l_vsplit = nullptr;
	VSplitContainer *right_r_vsplit = nullptr;
	VSplitContainer *center_split = nullptr;
	
	Vector<VSplitContainer *> vsplits;
	Vector<HSplitContainer *> hsplits;
	
	TabBar *scene_tabs = nullptr;
	PopupMenu *scene_tabs_context_menu = nullptr;
	Panel *tab_preview_panel = nullptr;
	TextureRect *tab_preview = nullptr;
	int tab_closing_idx = 0;
	bool exiting = false;
	bool dimmed = false;
	int old_split_ofs = 0;
	VSplitContainer *top_split = nullptr;