### 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 < vsplits.size(); i++) {
			bool in_use = dock_slot[i * 2 + 0]->get_tab_count() || dock_slot[i * 2 + 1]->get_tab_count();
			if (in_use) {
				vsplits[i]->show();
			} else {
				vsplits[i]->hide();
			}
		}
		if (!p_keep_selected_tabs) {
			for (int i = 0; i < DOCK_SLOT_MAX; i++) {
				if (dock_slot[i]->is_visible() && dock_slot[i]->get_tab_count()) {
					dock_slot[i]->set_current_tab(0);
				}
			}
		}
		if (right_l_vsplit->is_visible() || right_r_vsplit->is_visible()) {
			right_hsplit->show();
		} else {
			right_hsplit->hide();
		}
	}
}
void EditorNode::_dock_tab_changed(int p_tab) {
	
	if (!docks_visible) {
		for (int i = 0; i < DOCK_SLOT_MAX; i++) {
			dock_slot[i]->hide();
		}