### 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)

Control *dock = nullptr;
	for (int i = 0; i < DOCK_SLOT_MAX; i++) {
		if (p_control->get_parent() == dock_slot[i]) {
			dock = dock_slot[i];
			break;
		}
	}
	ERR_FAIL_COND_MSG(!dock, "Control was not in dock.");
	dock->remove_child(p_control);
	_update_dock_slots_visibility();
}
Variant EditorNode::drag_resource(const Ref<Resource> &p_res, Control *p_from) {
	Control *drag_control = memnew(Control);
	TextureRect *drag_preview = memnew(TextureRect);
	Label *label = memnew(Label);
	Ref<Texture2D> preview;
	{
		
		Ref<ImageTexture> texture = gui_base->get_theme_icon(SNAME("FileBigThumb"), SNAME("EditorIcons"));
		Ref<Image> img = texture->get_image();
		img = img->duplicate();
		img->resize(48, 48); 
		preview = ImageTexture::create_from_image(img);
	}
	drag_preview->set_texture(preview);
	drag_control->add_child(drag_preview);
	if (p_res->get_path().is_resource_file()) {
		label->set_text(p_res->get_path().get_file());
	} else if (!p_res->get_name().is_empty()) {