### 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 {
				float saturation = p_icon_saturation;
				if (saturation_exceptions.has(editor_icon_name)) {
					saturation = 1.0;
				}
				if (conversion_exceptions.has(editor_icon_name)) {
					icon = editor_generate_icon(i, get_gizmo_handle_scale(editor_icon_name), saturation);
				} else {
					icon = editor_generate_icon(i, get_gizmo_handle_scale(editor_icon_name), saturation, color_conversion_map);
				}
			}
			p_theme->set_icon(editor_icon_name, SNAME("EditorIcons"), icon);
		}
	}
	
	
	if (p_thumb_size >= 64) {
		const float scale = (float)p_thumb_size / 64.0 * EDSCALE;
		for (int i = 0; i < editor_bg_thumbs_count; i++) {
			const int index = editor_bg_thumbs_indices[i];
			Ref<ImageTexture> icon;
			if (accent_color_icons.has(editor_icons_names[index])) {
				icon = editor_generate_icon(index, scale, 1.0, accent_color_map);
			} else {
				float saturation = p_icon_saturation;
				if (saturation_exceptions.has(editor_icons_names[index])) {
					saturation = 1.0;
				}
				if (conversion_exceptions.has(editor_icons_names[index])) {
					icon = editor_generate_icon(index, scale, saturation);