### Godot version

4.0beta10

### System information

macOS 13.0.1

### Issue description

If you expand a shader resource in the inspector panel this automatically opens the Shader Editor tab in the bottom panel. However, there seems to be a bug with the Animation tab that somehow triggers this again when the animation tab is opened (maybe it refreshes the inspector?), resulting in the Shader Editor immediately being opened again. So, if you have a shader resource expended in the inspector you can't open the Animation tab to edit animations. If you just collapse the shader resource again it works as expected.

https://user-images.githubusercontent.com/17763524/209969815-adb9cd73-1cd7-4756-9af2-9042ccec9442.mov

I tried this in 4.0 beta 8 as well, and interestingly it had the same problem but also another bug/hack that caused the expanded shader resource to be collapsed when it switched back to the Shader Editor. So if you clicked the Animation tab a second time you could now switch to it.

### Steps to reproduce

Create new scene (2d or 3d)
Add an AnimationPlayer to the scene so there's something in the Animation tab
Open the animation tab with the Animation player selected
Create something (2d or 3d) that has a material
Assign a new shader material
Create a new shader for the material
Expand the material and shader resources in the inspector
Notice that this opens the shader editor in the bottom
Now try to open the animation tab, notice it will switch back to the shader editor tab immediately

### Minimal reproduction project

[animation_tab_test.zip](https://www.lostminds.com/godot/animation_tab_test.zip)
void _edit_current(bool p_skip_foreign = false);
	void _dialog_display_save_error(String p_file, Error p_error);
	void _dialog_display_load_error(String p_file, Error p_error);
	void _menu_option(int p_option);
	void _menu_confirm_current();
	void _menu_option_confirm(int p_option, bool p_confirmed);
	void _android_build_source_selected(const String &p_file);
	void _request_screenshot();
	void _screenshot(bool p_use_utc = false);
	void _save_screenshot(NodePath p_path);
	void _tool_menu_option(int p_idx);
	void _export_as_menu_option(int p_idx);
	void _update_file_menu_opened();
	void _update_file_menu_closed();
	void _remove_plugin_from_enabled(const String &p_name);
	void _fs_changed();
	void _resources_reimported(const Vector<String> &p_resources);
	void _sources_changed(bool p_exist);
	void _node_renamed();
	void _editor_select_next();
	void _editor_select_prev();
	void _set_scene_metadata(const String &p_file, int p_idx = -1);
	void _get_scene_metadata(const String &p_file);
	void _update_title();
	void _update_scene_tabs();
	void _version_control_menu_option(int p_idx);
	void _close_messages();
	void _show_messages();
	void _vp_resized();
	void _titlebar_resized();