### 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)

if (snap_mode == SNAP_GRID) {
		p_target.x = Math::snap_scalar_separation(snap_offset.x, snap_step.x, p_target.x, snap_separation.x);
		p_target.y = Math::snap_scalar_separation(snap_offset.y, snap_step.y, p_target.y, snap_separation.y);
	}
	return p_target;
}
TextureRegionEditor::TextureRegionEditor() {
	set_ok_button_text(TTR("Close"));
	VBoxContainer *vb = memnew(VBoxContainer);
	add_child(vb);
	node_sprite_2d = nullptr;
	node_sprite_3d = nullptr;
	node_ninepatch = nullptr;