### 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)
renderer->set_tooltip_text(TTR("Choose a renderer."));
	right_menu_hb->add_child(renderer);
	if (can_expand) {
		
		right_menu_spacer = memnew(Control);
		right_menu_spacer->set_mouse_filter(Control::MOUSE_FILTER_PASS);
		menu_hb->add_child(right_menu_spacer);
	}
	String current_renderer = GLOBAL_GET("rendering/renderer/rendering_method");
	PackedStringArray renderers = ProjectSettings::get_singleton()->get_custom_property_info().get(StringName("rendering/renderer/rendering_method")).hint_string.split(",", false);
	
	
	current_renderer = current_renderer.to_lower();
	for (int i = 0; i < renderers.size(); i++) {
		String rendering_method = renderers[i];
		
		if (rendering_method == "forward_plus") {
			renderer->add_item(TTR("Forward+"));
		}
		if (rendering_method == "mobile") {
			renderer->add_item(TTR("Mobile"));
		}
		if (rendering_method == "gl_compatibility") {
			renderer->add_item(TTR("Compatibility"));
		}
		renderer->set_item_metadata(i, rendering_method);
		
		rendering_method = rendering_method.to_lower();
		if (current_renderer == rendering_method) {
			renderer->select(i);