### 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 < editor_data.get_edited_scene_count(); i++) {
		disambiguated_scene_names.append(editor_data.get_scene_title(i));
		full_path_names.append(editor_data.get_scene_path(i));
	}
	disambiguate_filenames(full_path_names, disambiguated_scene_names);
	
	scene_tabs->disconnect("tab_changed", callable_mp(this, &EditorNode::_scene_tab_changed));
	scene_tabs->clear_tabs();
	Ref<Texture2D> script_icon = gui_base->get_theme_icon(SNAME("Script"), SNAME("EditorIcons"));
	for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
		Node *type_node = editor_data.get_edited_scene_root(i);
		Ref<Texture2D> icon;
		if (type_node) {
			icon = EditorNode::get_singleton()->get_object_icon(type_node, "Node");
		}
		bool unsaved = EditorUndoRedoManager::get_singleton()->is_history_unsaved(editor_data.get_scene_history_id(i));
		scene_tabs->add_tab(disambiguated_scene_names[i] + (unsaved ? "(*)" : ""), icon);
		if (DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_GLOBAL_MENU)) {
			DisplayServer::get_singleton()->global_menu_add_item("_dock", editor_data.get_scene_title(i) + (unsaved ? "(*)" : ""), callable_mp(this, &EditorNode::_global_menu_scene), Callable(), i);
		}
		if (show_rb && editor_data.get_scene_root_script(i).is_valid()) {
			scene_tabs->set_tab_button_icon(i, script_icon);
		}
	}
	if (DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_GLOBAL_MENU)) {
		DisplayServer::get_singleton()->global_menu_add_separator("_dock");
		DisplayServer::get_singleton()->global_menu_add_item("_dock", TTR("New Window"), callable_mp(this, &EditorNode::_global_menu_new_window));
	}
	if (scene_tabs->get_tab_count() > 0) {
		scene_tabs->set_current_tab(editor_data.get_edited_scene());