### Godot version

v4.0.1.stable.official [cacf49999]

### System information

Windows 10

### Issue description

If you use Sprite2D with a regular CompressedTexture and set a Region on it, then use a Sprite2D with a CanvasTexture and a different texture in the diffuse, and try to set a Region, the Region Editor display will show the texture from the first sprite2D node. I would expect it to show the diffuse texture from the current Sprite2D.
![image](https://user-images.githubusercontent.com/7292421/231493673-4eb152e0-81ed-4248-8465-71242c291cd2.png)
![image](https://user-images.githubusercontent.com/7292421/231493749-6173993b-e77c-4899-961e-9a055c07e351.png)




### Steps to reproduce

Make a sprite2D node
add a texture to it 
set Region to Enabled
click Edit Region under 'Region'
set any region

Make another sprite2D node
add a CanvasTexture to it
add a different texture to the Diffuse part
set Region to Enabled
click Edit Region under 'Region'
see wrong texture

### Minimal reproduction project

[RegionEditorBug.zip](https://github.com/godotengine/godot/files/11212626/RegionEditorBug.zip)

HashSet<StringName> conversion_exceptions = EditorColorMap::get_color_conversion_exceptions();
	
	HashSet<StringName> saturation_exceptions;
	saturation_exceptions.insert("DefaultProjectIcon");
	saturation_exceptions.insert("Godot");
	saturation_exceptions.insert("Logo");
	
	
	
	HashMap<Color, Color> accent_color_map;
	HashSet<StringName> accent_color_icons;
	const Color accent_color = p_theme->get_color(SNAME("accent_color"), SNAME("Editor"));
	accent_color_map[Color::html("699ce8")] = accent_color;
	if (accent_color.get_luminance() > 0.75) {
		accent_color_map[Color::html("ffffff")] = Color(0.2, 0.2, 0.2);
	}
	accent_color_icons.insert("GuiChecked");
	accent_color_icons.insert("GuiRadioChecked");
	accent_color_icons.insert("GuiIndeterminate");
	accent_color_icons.insert("GuiToggleOn");
	accent_color_icons.insert("GuiToggleOnMirrored");
	accent_color_icons.insert("PlayOverlay");
	
	if (!p_only_thumbs) {
		for (int i = 0; i < editor_icons_count; i++) {
			Ref<ImageTexture> icon;
			const String &editor_icon_name = editor_icons_names[i];
			if (accent_color_icons.has(editor_icon_name)) {
				icon = editor_generate_icon(i, get_gizmo_handle_scale(editor_icon_name), 1.0, accent_color_map);