### 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)

apply_rect(rect);
					} break;
					case 6: {
						Vector2 p = rect_prev.position + Vector2(rect_prev.size.x, 0);
						rect = Rect2(p, Size2());
						rect.expand_to(new_pos);
						apply_rect(rect);
					} break;
					case 7: {
						Vector2 p = rect_prev.position + Vector2(rect_prev.size.x, 0);
						rect = Rect2(p, Size2(0, rect_prev.size.y));
						rect.expand_to(new_pos);
						apply_rect(rect);
					} break;
				}
			}
			edit_draw->queue_redraw();
		}
	}
	Ref<InputEventMagnifyGesture> magnify_gesture = p_input;
	if (magnify_gesture.is_valid()) {
		_zoom_on_position(draw_zoom * magnify_gesture->get_factor(), magnify_gesture->get_position());
	}
	Ref<InputEventPanGesture> pan_gesture = p_input;
	if (pan_gesture.is_valid()) {
		hscroll->set_value(hscroll->get_value() + hscroll->get_page() * pan_gesture->get_delta().x / 8);
		vscroll->set_value(vscroll->get_value() + vscroll->get_page() * pan_gesture->get_delta().y / 8);
	}
}
void TextureRegionEditor::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {