### 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)

Variant ret = get_frustum();
	return ret;
}
bool Camera3D::is_position_in_frustum(const Vector3 &p_position) const {
	Vector<Plane> frustum = get_frustum();
	for (int i = 0; i < frustum.size(); i++) {
		if (frustum[i].is_point_over(p_position)) {
			return false;
		}
	}
	return true;
}
void Camera3D::set_v_offset(real_t p_offset) {
	v_offset = p_offset;
	_update_camera();
}
real_t Camera3D::get_v_offset() const {
	return v_offset;
}
void Camera3D::set_h_offset(real_t p_offset) {
	h_offset = p_offset;
	_update_camera();
}
real_t Camera3D::get_h_offset() const {
	return h_offset;
}
Vector3 Camera3D::get_doppler_tracked_velocity() const {