### 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)
gui_base->add_child(window);
	dock_select_popup->hide();
	_update_dock_containers();
	floating_docks.push_back(dock);
	_edit_current();
}
void EditorNode::_update_dock_containers() {
	for (int i = 0; i < DOCK_SLOT_MAX; i++) {
		if (dock_slot[i]->get_tab_count() == 0 && dock_slot[i]->is_visible()) {
			dock_slot[i]->hide();
		}
		if (dock_slot[i]->get_tab_count() > 0 && !dock_slot[i]->is_visible()) {
			dock_slot[i]->show();
		}
	}
	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 (right_l_vsplit->is_visible() || right_r_vsplit->is_visible()) {
		right_hsplit->show();
	} else {
		right_hsplit->hide();
	}
}
void EditorNode::_dock_select_input(const Ref<InputEvent> &p_input) {