### 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)

#include "camera_3d.h"
#include "collision_object_3d.h"
#include "core/math/projection.h"
#include "scene/main/viewport.h"
void Camera3D::_update_audio_listener_state() {
}
void Camera3D::_request_camera_update() {
	_update_camera();
}
void Camera3D::_update_camera_mode() {
	force_change = true;
	switch (mode) {
		case PROJECTION_PERSPECTIVE: {
			set_perspective(fov, near, far);
		} break;
		case PROJECTION_ORTHOGONAL: {
			set_orthogonal(size, near, far);
		} break;
		case PROJECTION_FRUSTUM: {
			set_frustum(size, frustum_offset, near, far);
		} break;
	}
}
void Camera3D::_validate_property(PropertyInfo &p_property) const {