### 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)

keep_aspect = p_aspect;
	RenderingServer::get_singleton()->camera_set_use_vertical_aspect(camera, p_aspect == KEEP_WIDTH);
	_update_camera_mode();
	notify_property_list_changed();
}
Camera3D::KeepAspect Camera3D::get_keep_aspect_mode() const {
	return keep_aspect;
}
void Camera3D::set_doppler_tracking(DopplerTracking p_tracking) {
	if (doppler_tracking == p_tracking) {
		return;
	}
	doppler_tracking = p_tracking;
	if (p_tracking != DOPPLER_TRACKING_DISABLED) {
		velocity_tracker->set_track_physics_step(doppler_tracking == DOPPLER_TRACKING_PHYSICS_STEP);
		if (is_inside_tree()) {
			velocity_tracker->reset(get_global_transform().origin);
		}
	}
	_update_camera_mode();
}
Camera3D::DopplerTracking Camera3D::get_doppler_tracking() const {