### 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 doppler_tracking;
}
void Camera3D::_bind_methods() {
	ClassDB::bind_method(D_METHOD("project_ray_normal", "screen_point"), &Camera3D::project_ray_normal);
	ClassDB::bind_method(D_METHOD("project_local_ray_normal", "screen_point"), &Camera3D::project_local_ray_normal);
	ClassDB::bind_method(D_METHOD("project_ray_origin", "screen_point"), &Camera3D::project_ray_origin);
	ClassDB::bind_method(D_METHOD("unproject_position", "world_point"), &Camera3D::unproject_position);
	ClassDB::bind_method(D_METHOD("is_position_behind", "world_point"), &Camera3D::is_position_behind);
	ClassDB::bind_method(D_METHOD("project_position", "screen_point", "z_depth"), &Camera3D::project_position);
	ClassDB::bind_method(D_METHOD("set_perspective", "fov", "z_near", "z_far"), &Camera3D::set_perspective);
	ClassDB::bind_method(D_METHOD("set_orthogonal", "size", "z_near", "z_far"), &Camera3D::set_orthogonal);
	ClassDB::bind_method(D_METHOD("set_frustum", "size", "offset", "z_near", "z_far"), &Camera3D::set_frustum);
	ClassDB::bind_method(D_METHOD("make_current"), &Camera3D::make_current);
	ClassDB::bind_method(D_METHOD("clear_current", "enable_next"), &Camera3D::clear_current, DEFVAL(true));
	ClassDB::bind_method(D_METHOD("set_current", "enabled"), &Camera3D::set_current);
	ClassDB::bind_method(D_METHOD("is_current"), &Camera3D::is_current);
	ClassDB::bind_method(D_METHOD("get_camera_transform"), &Camera3D::get_camera_transform);
	ClassDB::bind_method(D_METHOD("get_camera_projection"), &Camera3D::get_camera_projection);
	ClassDB::bind_method(D_METHOD("get_fov"), &Camera3D::get_fov);
	ClassDB::bind_method(D_METHOD("get_frustum_offset"), &Camera3D::get_frustum_offset);
	ClassDB::bind_method(D_METHOD("get_size"), &Camera3D::get_size);
	ClassDB::bind_method(D_METHOD("get_far"), &Camera3D::get_far);
	ClassDB::bind_method(D_METHOD("get_near"), &Camera3D::get_near);
	ClassDB::bind_method(D_METHOD("set_fov", "fov"), &Camera3D::set_fov);
	ClassDB::bind_method(D_METHOD("set_frustum_offset", "offset"), &Camera3D::set_frustum_offset);
	ClassDB::bind_method(D_METHOD("set_size", "size"), &Camera3D::set_size);
	ClassDB::bind_method(D_METHOD("set_far", "far"), &Camera3D::set_far);