### 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)
void push_item(Object *p_object, const String &p_property = "", bool p_inspector_only = false);
	void edit_item(Object *p_object, Object *p_editing_owner);
	void push_node_item(Node *p_node);
	void hide_unused_editors(const Object *p_editing_owner = nullptr);
	void select_editor_by_name(const String &p_name);
	void open_request(const String &p_path);
	void edit_foreign_resource(Ref<Resource> p_resource);
	bool is_resource_read_only(Ref<Resource> p_resource, bool p_foreign_resources_are_writable = false);
	bool is_changing_scene() const;
	VBoxContainer *get_main_screen_control();
	SubViewport *get_scene_root() { return scene_root; } 
	void set_edited_scene(Node *p_scene);
	Node *get_edited_scene() { return editor_data.get_edited_scene_root(); }
	void fix_dependencies(const String &p_for_file);
	int new_scene();
	Error load_scene(const String &p_scene, bool p_ignore_broken_deps = false, bool p_set_inherited = false, bool p_clear_errors = true, bool p_force_open_imported = false, bool p_silent_change_tab = false);
	Error load_resource(const String &p_resource, bool p_ignore_broken_deps = false);
	HashMap<StringName, Variant> get_modified_properties_for_node(Node *p_node);
	struct AdditiveNodeEntry {
		Node *node = nullptr;
		NodePath parent = NodePath();