### 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)

OS::get_singleton()->benchmark_begin_measure("editor_register_and_generate_icons_" + String((p_only_thumbs ? "with_only_thumbs" : "all")));
	
	
	
	
	
	
	
	
	HashMap<Color, Color> color_conversion_map;
	
	
	if (!p_dark_theme) {
		for (KeyValue<Color, Color> &E : EditorColorMap::get_color_conversion_map()) {
			color_conversion_map[E.key] = E.value;
		}
	}
	
	const Color error_color = p_theme->get_color(SNAME("error_color"), SNAME("Editor"));
	const Color success_color = p_theme->get_color(SNAME("success_color"), SNAME("Editor"));
	const Color warning_color = p_theme->get_color(SNAME("warning_color"), SNAME("Editor"));
	color_conversion_map[Color::html("#ff5f5f")] = error_color;
	color_conversion_map[Color::html("#5fff97")] = success_color;
	color_conversion_map[Color::html("#ffdd65")] = warning_color;