### 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)

ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector3(), "Camera is not inside scene.");
	Size2 viewport_size = get_viewport()->get_camera_rect_size();
	Vector2 cpos = get_viewport()->get_camera_coords(p_pos);
	ERR_FAIL_COND_V(viewport_size.y == 0, Vector3());
	if (mode == PROJECTION_ORTHOGONAL) {
		Vector2 pos = cpos / viewport_size;
		real_t vsize, hsize;
		if (keep_aspect == KEEP_WIDTH) {
			vsize = size / viewport_size.aspect();
			hsize = size;
		} else {
			hsize = size * viewport_size.aspect();
			vsize = size;
		}
		Vector3 ray;
		ray.x = pos.x * (hsize)-hsize / 2;
		ray.y = (1.0 - pos.y) * (vsize)-vsize / 2;
		ray.z = -near;
		ray = get_camera_transform().xform(ray);
		return ray;
	} else {
		return get_camera_transform().origin;
	};
};
bool Camera3D::is_position_behind(const Vector3 &p_pos) const {
	Transform3D t = get_global_transform();
	Vector3 eyedir = -t.basis.get_column(2).normalized();
	return eyedir.dot(p_pos - t.origin) < near;
}
Vector<Vector3> Camera3D::get_near_plane_points() const {