### 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 camera;
};
void Camera3D::make_current() {
	current = true;
	if (!is_inside_tree()) {
		return;
	}
	get_viewport()->_camera_3d_set(this);
}
void Camera3D::clear_current(bool p_enable_next) {
	current = false;
	if (!is_inside_tree()) {
		return;
	}
	if (get_viewport()->get_camera_3d() == this) {
		get_viewport()->_camera_3d_set(nullptr);
		if (p_enable_next) {
			get_viewport()->_camera_3d_make_next_current(this);
		}
	}
}
void Camera3D::set_current(bool p_enabled) {
	if (p_enabled) {
		make_current();
	} else {
		clear_current();
	}
}
bool Camera3D::is_current() const {