### 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)
exiting = true;
	resource_preview->stop(); 
	_save_docks();
	
	dim_editor(true);
	get_tree()->quit(p_exit_code);
}
void EditorNode::_discard_changes(const String &p_str) {
	switch (current_menu_option) {
		case FILE_CLOSE_ALL_AND_QUIT:
		case FILE_CLOSE_ALL_AND_RUN_PROJECT_MANAGER:
		case FILE_CLOSE_ALL_AND_RELOAD_CURRENT_PROJECT:
		case FILE_CLOSE:
		case FILE_CLOSE_OTHERS:
		case FILE_CLOSE_RIGHT:
		case FILE_CLOSE_ALL:
		case SCENE_TAB_CLOSE: {
			Node *scene = editor_data.get_edited_scene_root(tab_closing_idx);
			if (scene != nullptr) {
				String scene_filename = scene->get_scene_file_path();
				if (!scene_filename.is_empty()) {
					previous_scenes.push_back(scene_filename);
				}
			}