### 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)

add_conversion_exception("ZoomMore");
	add_conversion_exception("ZoomLess");
	add_conversion_exception("ZoomReset");
	add_conversion_exception("LockViewport");
	add_conversion_exception("GroupViewport");
	add_conversion_exception("StatusError");
	add_conversion_exception("StatusSuccess");
	add_conversion_exception("StatusWarning");
	add_conversion_exception("OverbrightIndicator");
	add_conversion_exception("MaterialPreviewCube");
	add_conversion_exception("MaterialPreviewSphere");
	add_conversion_exception("MaterialPreviewLight1");
	add_conversion_exception("MaterialPreviewLight2");
	
	add_conversion_exception("GuiChecked");
	add_conversion_exception("GuiRadioChecked");
	add_conversion_exception("GuiIndeterminate");
	add_conversion_exception("GuiCloseCustomizable");
	add_conversion_exception("GuiGraphNodePort");
	add_conversion_exception("GuiResizer");
	add_conversion_exception("GuiMiniCheckerboard");
	
	add_conversion_exception("GuiTab");
	add_conversion_exception("GuiSpace");
	add_conversion_exception("CodeFoldedRightArrow");
	add_conversion_exception("CodeFoldDownArrow");
	add_conversion_exception("TextEditorPlay");
	add_conversion_exception("Breakpoint");
}
static Ref<StyleBoxTexture> make_stylebox(Ref<Texture2D> p_texture, float p_left, float p_top, float p_right, float p_bottom, float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1, bool p_draw_center = true) {