### 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)
ERR_FAIL_COND_V(!p_object, StringName());
	Ref<Script> scr = p_object->get_script();
	if (scr.is_null() && Object::cast_to<Script>(p_object)) {
		scr = p_object;
	}
	if (scr.is_valid()) {
		Ref<Script> base_scr = scr;
		while (base_scr.is_valid()) {
			StringName name = EditorNode::get_editor_data().script_class_get_name(base_scr->get_path());
			if (name != StringName()) {
				return name;
			}
			
			StringName base = base_scr->get_instance_base_type();
			if (base != StringName() && EditorNode::get_editor_data().get_custom_types().has(base)) {
				const Vector<EditorData::CustomType> &types = EditorNode::get_editor_data().get_custom_types()[base];
				for (int i = 0; i < types.size(); ++i) {
					if (types[i].script == base_scr) {
						return types[i].name;
					}
				}
			}
			base_scr = base_scr->get_base_script();
		}
	}
	return StringName();
}
Ref<ImageTexture> EditorNode::_load_custom_class_icon(const String &p_path) const {