### 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)

Transform3D tr = get_global_transform().orthonormalized();
	tr.origin += tr.basis.get_column(1) * v_offset;
	tr.origin += tr.basis.get_column(0) * h_offset;
	return tr;
}
Projection Camera3D::_get_camera_projection(real_t p_near) const {
	Size2 viewport_size = get_viewport()->get_visible_rect().size;
	Projection cm;
	switch (mode) {
		case PROJECTION_PERSPECTIVE: {
			cm.set_perspective(fov, viewport_size.aspect(), p_near, far, keep_aspect == KEEP_WIDTH);
		} break;
		case PROJECTION_ORTHOGONAL: {
			cm.set_orthogonal(size, viewport_size.aspect(), p_near, far, keep_aspect == KEEP_WIDTH);
		} break;
		case PROJECTION_FRUSTUM: {
			cm.set_frustum(size, viewport_size.aspect(), frustum_offset, p_near, far);
		} break;
	}
	return cm;
}
Projection Camera3D::get_camera_projection() const {