### 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)

}
		if (!names.is_empty()) {
			p_layout->set_value(p_section, config_key, names);
		}
	}
	p_layout->set_value(p_section, "dock_filesystem_split", FileSystemDock::get_singleton()->get_split_offset());
	p_layout->set_value(p_section, "dock_filesystem_display_mode", FileSystemDock::get_singleton()->get_display_mode());
	p_layout->set_value(p_section, "dock_filesystem_file_sort", FileSystemDock::get_singleton()->get_file_sort());
	p_layout->set_value(p_section, "dock_filesystem_file_list_display_mode", FileSystemDock::get_singleton()->get_file_list_display_mode());
	for (int i = 0; i < vsplits.size(); i++) {
		if (vsplits[i]->is_visible_in_tree()) {
			p_layout->set_value(p_section, "dock_split_" + itos(i + 1), vsplits[i]->get_split_offset());
		}
	}
	for (int i = 0; i < hsplits.size(); i++) {
		p_layout->set_value(p_section, "dock_hsplit_" + itos(i + 1), hsplits[i]->get_split_offset());
	}
}
void EditorNode::_save_open_scenes_to_config(Ref<ConfigFile> p_layout, const String &p_section) {
	Array scenes;
	for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
		String path = editor_data.get_scene_path(i);
		if (path.is_empty()) {
			continue;
		}
		scenes.push_back(path);
	}
	p_layout->set_value(p_section, "open_scenes", scenes);
}
void EditorNode::save_layout() {