### 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)
for (int i = 0; i < bottom_panel_items.size(); i++) {
		if (bottom_panel_items[i].control->is_visible()) {
			_bottom_panel_switch(false, i);
			break;
		}
	}
}
void EditorNode::make_bottom_panel_item_visible(Control *p_item) {
	for (int i = 0; i < bottom_panel_items.size(); i++) {
		if (bottom_panel_items[i].control == p_item) {
			_bottom_panel_switch(true, i);
			break;
		}
	}
}
void EditorNode::raise_bottom_panel_item(Control *p_item) {
	for (int i = 0; i < bottom_panel_items.size(); i++) {
		if (bottom_panel_items[i].control == p_item) {
			bottom_panel_items[i].button->move_to_front();
			SWAP(bottom_panel_items.write[i], bottom_panel_items.write[bottom_panel_items.size() - 1]);
			break;
		}
	}
	for (int i = 0; i < bottom_panel_items.size(); i++) {
		bottom_panel_items[i].button->disconnect("toggled", callable_mp(this, &EditorNode::_bottom_panel_switch));
		bottom_panel_items[i].button->connect("toggled", callable_mp(this, &EditorNode::_bottom_panel_switch).bind(i));
	}
}
void EditorNode::remove_bottom_panel_item(Control *p_item) {