### 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)

CanvasItem::TextureFilter filter = CanvasItem::TEXTURE_FILTER_NEAREST_WITH_MIPMAPS;
	Ref<Texture2D> texture = nullptr;
	if (atlas_tex.is_valid()) {
		texture = atlas_tex->get_atlas();
	} else if (node_sprite_2d) {
		texture = node_sprite_2d->get_texture();
		filter = node_sprite_2d->get_texture_filter_in_tree();
	} else if (node_sprite_3d) {
		texture = node_sprite_3d->get_texture();
		StandardMaterial3D::TextureFilter filter_3d = node_sprite_3d->get_texture_filter();
		switch (filter_3d) {
			case StandardMaterial3D::TEXTURE_FILTER_NEAREST:
				filter = CanvasItem::TEXTURE_FILTER_NEAREST;
				break;
			case StandardMaterial3D::TEXTURE_FILTER_LINEAR:
				filter = CanvasItem::TEXTURE_FILTER_LINEAR;
				break;
			case StandardMaterial3D::TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
				filter = CanvasItem::TEXTURE_FILTER_NEAREST_WITH_MIPMAPS;
				break;
			case StandardMaterial3D::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
				filter = CanvasItem::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS;
				break;
			case StandardMaterial3D::TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
				filter = CanvasItem::TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC;
				break;
			case StandardMaterial3D::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
				filter = CanvasItem::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC;
				break;