### 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)

if (!force_change && size == p_size && frustum_offset == p_offset && p_z_near == near && p_z_far == far && mode == PROJECTION_FRUSTUM) {
		return;
	}
	size = p_size;
	frustum_offset = p_offset;
	near = p_z_near;
	far = p_z_far;
	mode = PROJECTION_FRUSTUM;
	force_change = false;
	RenderingServer::get_singleton()->camera_set_frustum(camera, size, frustum_offset, near, far);
	update_gizmos();
}
void Camera3D::set_projection(ProjectionType p_mode) {
	if (p_mode == PROJECTION_PERSPECTIVE || p_mode == PROJECTION_ORTHOGONAL || p_mode == PROJECTION_FRUSTUM) {
		mode = p_mode;
		_update_camera_mode();
		notify_property_list_changed();
	}
}
RID Camera3D::get_camera() const {