### 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)

ADD_PROPERTY(PropertyInfo(Variant::INT, "doppler_tracking", PROPERTY_HINT_ENUM, "Disabled,Idle,Physics"), "set_doppler_tracking", "get_doppler_tracking");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "projection", PROPERTY_HINT_ENUM, "Perspective,Orthogonal,Frustum"), "set_projection", "get_projection");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "current"), "set_current", "is_current");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov", PROPERTY_HINT_RANGE, "1,179,0.1,degrees"), "set_fov", "get_fov");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "size", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater,suffix:m"), "set_size", "get_size");
	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frustum_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_frustum_offset", "get_frustum_offset");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "near", PROPERTY_HINT_RANGE, "0.001,10,0.001,or_greater,exp,suffix:m"), "set_near", "get_near");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "far", PROPERTY_HINT_RANGE, "0.01,4000,0.01,or_greater,exp,suffix:m"), "set_far", "get_far");
	BIND_ENUM_CONSTANT(PROJECTION_PERSPECTIVE);
	BIND_ENUM_CONSTANT(PROJECTION_ORTHOGONAL);
	BIND_ENUM_CONSTANT(PROJECTION_FRUSTUM);
	BIND_ENUM_CONSTANT(KEEP_WIDTH);
	BIND_ENUM_CONSTANT(KEEP_HEIGHT);
	BIND_ENUM_CONSTANT(DOPPLER_TRACKING_DISABLED);
	BIND_ENUM_CONSTANT(DOPPLER_TRACKING_IDLE_STEP);
	BIND_ENUM_CONSTANT(DOPPLER_TRACKING_PHYSICS_STEP);
}
real_t Camera3D::get_fov() const {
	return fov;
}
real_t Camera3D::get_size() const {
	return size;
}
real_t Camera3D::get_near() const {
	return near;
}
Vector2 Camera3D::get_frustum_offset() const {
	return frustum_offset;
}
real_t Camera3D::get_far() const {