### 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)

return environment;
}
void Camera3D::set_attributes(const Ref<CameraAttributes> &p_attributes) {
	if (attributes.is_valid()) {
		CameraAttributesPhysical *physical_attributes = Object::cast_to<CameraAttributesPhysical>(attributes.ptr());
		if (physical_attributes) {
			attributes->disconnect_changed(callable_mp(this, &Camera3D::_attributes_changed));
		}
	}
	attributes = p_attributes;
	if (attributes.is_valid()) {
		CameraAttributesPhysical *physical_attributes = Object::cast_to<CameraAttributesPhysical>(attributes.ptr());
		if (physical_attributes) {
			attributes->connect_changed(callable_mp(this, &Camera3D::_attributes_changed));
			_attributes_changed();
		}
		RS::get_singleton()->camera_set_camera_attributes(camera, attributes->get_rid());
	} else {
		RS::get_singleton()->camera_set_camera_attributes(camera, RID());
	}
	notify_property_list_changed();
}
Ref<CameraAttributes> Camera3D::get_attributes() const {