### 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)
Node *scene = editor_data.get_edited_scene_root(p_idx);
	if (!scene) {
		return;
	}
	String path = EditorPaths::get_singleton()->get_project_settings_dir().path_join(p_file.get_file() + "-editstate-" + p_file.md5_text() + ".cfg");
	Ref<ConfigFile> cf;
	cf.instantiate();
	Dictionary md;
	if (p_idx < 0 || editor_data.get_edited_scene() == p_idx) {
		md = editor_data.get_editor_states();
	} else {
		md = editor_data.get_scene_editor_states(p_idx);
	}
	List<Variant> keys;
	md.get_key_list(&keys);
	for (const Variant &E : keys) {
		cf->set_value("editor_states", E, md[E]);
	}
	Error err = cf->save(path);
	ERR_FAIL_COND_MSG(err != OK, "Cannot save config file to '" + path + "'.");
}
bool EditorNode::_find_and_save_resource(Ref<Resource> p_res, HashMap<Ref<Resource>, bool> &processed, int32_t flags) {