### 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)

} else { 
		preset_accent_color = Color(0.44, 0.73, 0.98);
		preset_base_color = Color(0.21, 0.24, 0.29);
		preset_contrast = default_contrast;
	}
	if (preset != "Custom") {
		accent_color = preset_accent_color;
		base_color = preset_base_color;
		contrast = preset_contrast;
		draw_extra_borders = preset_draw_extra_borders;
		EditorSettings::get_singleton()->set_initial_value("interface/theme/accent_color", accent_color);
		EditorSettings::get_singleton()->set_initial_value("interface/theme/base_color", base_color);
		EditorSettings::get_singleton()->set_initial_value("interface/theme/contrast", contrast);
		EditorSettings::get_singleton()->set_initial_value("interface/theme/draw_extra_borders", draw_extra_borders);
	}
	EditorSettings::get_singleton()->set_manually("interface/theme/preset", preset);
	EditorSettings::get_singleton()->set_manually("interface/theme/accent_color", accent_color);
	EditorSettings::get_singleton()->set_manually("interface/theme/base_color", base_color);
	EditorSettings::get_singleton()->set_manually("interface/theme/contrast", contrast);
	EditorSettings::get_singleton()->set_manually("interface/theme/draw_extra_borders", draw_extra_borders);
	
	bool dark_theme = EditorSettings::get_singleton()->is_dark_theme();
#ifdef MODULE_SVG_ENABLED
	if (dark_theme) {
		ImageLoaderSVG::set_forced_color_map(HashMap<Color, Color>());
	} else {
		ImageLoaderSVG::set_forced_color_map(EditorColorMap::get_color_conversion_map());
	}
#endif