### 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)
bool docks_visible = true;
	int dock_popup_selected_idx = -1;
	int dock_select_rect_over_idx = -1;
	PanelContainer *tabbar_panel = nullptr;
	HBoxContainer *tabbar_container = nullptr;
	Button *distraction_free = nullptr;
	Button *scene_tab_add = nullptr;
	Control *scene_tab_add_ph = nullptr;
	Vector<BottomPanelItem> bottom_panel_items;
	PanelContainer *bottom_panel = nullptr;
	HBoxContainer *bottom_panel_hb = nullptr;
	HBoxContainer *bottom_panel_hb_editors = nullptr;
	VBoxContainer *bottom_panel_vb = nullptr;
	EditorToaster *editor_toaster = nullptr;
	LinkButton *version_btn = nullptr;
	Button *bottom_panel_raise = nullptr;
	bool bottom_panel_updating = false;
	Tree *disk_changed_list = nullptr;
	ConfirmationDialog *disk_changed = nullptr;
	bool scene_distraction_free = false;
	bool script_distraction_free = false;
	bool _playing_edited = false;
	bool changing_scene = false;
	bool cmdline_export_mode = false;
	bool convert_old = false;
	bool immediate_dialog_confirmed = false;
	bool opening_prev = false;
	bool restoring_scenes = false;
	bool settings_changed = true; 
	bool unsaved_cache = true;