### 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)

if (p_property.name == "fov") {
		if (mode != PROJECTION_PERSPECTIVE) {
			p_property.usage = PROPERTY_USAGE_NO_EDITOR;
		}
	} else if (p_property.name == "size") {
		if (mode != PROJECTION_ORTHOGONAL && mode != PROJECTION_FRUSTUM) {
			p_property.usage = PROPERTY_USAGE_NO_EDITOR;
		}
	} else if (p_property.name == "frustum_offset") {
		if (mode != PROJECTION_FRUSTUM) {
			p_property.usage = PROPERTY_USAGE_NO_EDITOR;
		}
	}
	if (attributes.is_valid()) {
		const CameraAttributesPhysical *physical_attributes = Object::cast_to<CameraAttributesPhysical>(attributes.ptr());
		if (physical_attributes) {
			if (p_property.name == "near" || p_property.name == "far" || p_property.name == "fov" || p_property.name == "keep_aspect") {
				p_property.usage = PROPERTY_USAGE_READ_ONLY | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR;
			}
		}
	}
	Node3D::_validate_property(p_property);
}
void Camera3D::_update_camera() {