### 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)

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 && types[i].icon.is_valid()) {
						script_icon_cache[scr] = types[i].icon;
						return types[i].icon;
					}
				}
			}
			base_scr = base_scr->get_base_script();
		}
		
		script_icon_cache[scr] = Ref<Texture>();
	} else if (scr.is_valid() && script_icon_cache.has(scr) && script_icon_cache[scr].is_valid()) {
		return script_icon_cache[scr];
	}
	
	if (p_object->has_meta("_editor_icon")) {
		return p_object->get_meta("_editor_icon");
	}
	if (gui_base->has_theme_icon(p_object->get_class(), SNAME("EditorIcons"))) {
		return gui_base->get_theme_icon(p_object->get_class(), SNAME("EditorIcons"));
	}
	if (p_fallback.length()) {
		return gui_base->get_theme_icon(p_fallback, SNAME("EditorIcons"));
	}
	return nullptr;
}
Ref<Texture2D> EditorNode::get_class_icon(const String &p_class, const String &p_fallback) const {