### Godot version

Godot v4.2.stable 

### System information

Windows 10.0.22631 - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XTX (Advanced Micro Devices, Inc.; 31.0.22023.1014) - AMD Ryzen 7 7800X3D 8-Core Processor (16 Threads)

### Issue description

When you disable `current` on a Camera3D, the first available Camera3D in the scene will have it's `current` property set to true.

### Steps to reproduce

Add 2 Camera3D nodes to a scene, note both have `current` disabled.
Enable and disable `current` on one Camera3D.
After `current` is disabled on one Camera3D, the other Camera3D has it's `current` property set to true

### Minimal reproduction project

[minimal.zip](https://github.com/godotengine/godot/files/13522846/minimal.zip)

return far;
}
Camera3D::ProjectionType Camera3D::get_projection() const {
	return mode;
}
void Camera3D::set_fov(real_t p_fov) {
	ERR_FAIL_COND(p_fov < 1 || p_fov > 179);
	fov = p_fov;
	_update_camera_mode();
}
void Camera3D::set_size(real_t p_size) {
	ERR_FAIL_COND(p_size <= CMP_EPSILON);
	size = p_size;
	_update_camera_mode();
}
void Camera3D::set_near(real_t p_near) {
	near = p_near;
	_update_camera_mode();
}
void Camera3D::set_frustum_offset(Vector2 p_offset) {
	frustum_offset = p_offset;
	_update_camera_mode();
}
void Camera3D::set_far(real_t p_far) {
	far = p_far;
	_update_camera_mode();
}
void Camera3D::set_cull_mask(uint32_t p_layers) {