### 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(plugin_init_callback_count == MAX_INIT_CALLBACKS);
	plugin_init_callbacks[plugin_init_callback_count++] = p_callback;
}
EditorPluginInitializeCallback EditorNode::plugin_init_callbacks[EditorNode::MAX_INIT_CALLBACKS];
int EditorNode::build_callback_count = 0;
void EditorNode::add_build_callback(EditorBuildCallback p_callback) {
	ERR_FAIL_COND(build_callback_count == MAX_INIT_CALLBACKS);
	build_callbacks[build_callback_count++] = p_callback;
}
EditorBuildCallback EditorNode::build_callbacks[EditorNode::MAX_BUILD_CALLBACKS];
bool EditorNode::call_build() {
	bool builds_successful = true;
	for (int i = 0; i < build_callback_count && builds_successful; i++) {
		if (!build_callbacks[i]()) {
			ERR_PRINT("A Godot Engine build callback failed.");
			builds_successful = false;
		}
	}
	if (builds_successful && !editor_data.call_build()) {
		ERR_PRINT("An EditorPlugin build callback failed.");
		builds_successful = false;
	}
	return builds_successful;
}
void EditorNode::_inherit_imported(const String &p_action) {