### Godot version

v4.0.beta.custom_build [0a9e6e478]

### System information

Ubuntu, Nvidia, Vulkan

### Issue description

When a Camera2D is freed - either explicitly or by being a child of a scene that is being switched away from via a method like `get_tree().change_scene_to_file()` - then this camera somehow stays active instead of Godot properly switching to no-camera-mode.

`get_viewport().get_camera_2d()` then returns all sorts of funny things from `<Freed Object>`  (it's supposed to return `null`) to arbitrary nodes of the current scene (not cameras).

This can lead to crashes.

### Steps to reproduce

checkout the MRP.

note that the "Go to scene 2" button switches places after pressing it.
that is because a camera is still active that does not exist in the current tree.

restart it a couple of times and spam the "Go to scene 2" button.
notice the garbage output.

### Minimal reproduction project

[godot_4_camera_bug.zip](https://github.com/godotengine/godot/files/10560455/godot_4_camera_bug.zip)
return screen_drawing_enabled;
}
void Camera2D::set_limit_drawing_enabled(bool enable) {
	limit_drawing_enabled = enable;
#ifdef TOOLS_ENABLED
	queue_redraw();
#endif
}
bool Camera2D::is_limit_drawing_enabled() const {
	return limit_drawing_enabled;
}
void Camera2D::set_margin_drawing_enabled(bool enable) {
	margin_drawing_enabled = enable;
#ifdef TOOLS_ENABLED
	queue_redraw();
#endif
}
bool Camera2D::is_margin_drawing_enabled() const {
	return margin_drawing_enabled;
}
void Camera2D::_validate_property(PropertyInfo &p_property) const {
	if (!follow_smoothing_enabled && p_property.name == "smoothing_speed") {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
	if (!rotation_smoothing_enabled && p_property.name == "rotation_smoothing_speed") {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
}
void Camera2D::_bind_methods() {