### 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)

camera = RenderingServer::get_singleton()->camera_create();
	set_perspective(75.0, 0.05, 4000.0);
	RenderingServer::get_singleton()->camera_set_cull_mask(camera, layers);
	
	velocity_tracker.instantiate();
	set_notify_transform(true);
	set_disable_scale(true);
}
Camera3D::~Camera3D() {
	ERR_FAIL_NULL(RenderingServer::get_singleton());
	RenderingServer::get_singleton()->free(camera);
	if (pyramid_shape.is_valid()) {
		ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
		PhysicsServer3D::get_singleton()->free(pyramid_shape);
	}
}