### Godot version

v4.0.beta.custom_build [0a9e6e478]

### System information

Ubuntu, Nvidia, Vulkan

### Issue description

When a Camera2D is freed - either explicitly or by being a child of a scene that is being switched away from via a method like `get_tree().change_scene_to_file()` - then this camera somehow stays active instead of Godot properly switching to no-camera-mode.

`get_viewport().get_camera_2d()` then returns all sorts of funny things from `<Freed Object>`  (it's supposed to return `null`) to arbitrary nodes of the current scene (not cameras).

This can lead to crashes.

### Steps to reproduce

checkout the MRP.

note that the "Go to scene 2" button switches places after pressing it.
that is because a camera is still active that does not exist in the current tree.

restart it a couple of times and spam the "Go to scene 2" button.
notice the garbage output.

### Minimal reproduction project

[godot_4_camera_bug.zip](https://github.com/godotengine/godot/files/10560455/godot_4_camera_bug.zip)
if (p_enable == is_audio_listener_3d_enabled) {
		return;
	}
	is_audio_listener_3d_enabled = p_enable;
	_update_audio_listener_3d();
}
bool Viewport::is_audio_listener_3d() const {
	return is_audio_listener_3d_enabled;
}
void Viewport::_update_audio_listener_3d() {
	if (AudioServer::get_singleton()) {
		AudioServer::get_singleton()->notify_listener_changed();
	}
}
void Viewport::_listener_transform_3d_changed_notify() {
}
void Viewport::_audio_listener_3d_set(AudioListener3D *p_listener) {
	if (audio_listener_3d == p_listener) {
		return;
	}
	audio_listener_3d = p_listener;
	_update_audio_listener_3d();
	_listener_transform_3d_changed_notify();
}
bool Viewport::_audio_listener_3d_add(AudioListener3D *p_listener) {
	audio_listener_3d_set.insert(p_listener);
	return audio_listener_3d_set.size() == 1;
}
void Viewport::_audio_listener_3d_remove(AudioListener3D *p_listener) {