### 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)

class OptionButton;
class ViewPanner;
class TextureRegionEditor : public AcceptDialog {
	GDCLASS(TextureRegionEditor, AcceptDialog);
	enum SnapMode {
		SNAP_NONE,
		SNAP_PIXEL,
		SNAP_GRID,
		SNAP_AUTOSLICE
	};
	friend class TextureRegionEditorPlugin;
	OptionButton *snap_mode_button = nullptr;
	Button *zoom_in = nullptr;
	Button *zoom_reset = nullptr;
	Button *zoom_out = nullptr;
	HBoxContainer *hb_grid = nullptr; 
	SpinBox *sb_step_y = nullptr;
	SpinBox *sb_step_x = nullptr;
	SpinBox *sb_off_y = nullptr;
	SpinBox *sb_off_x = nullptr;
	SpinBox *sb_sep_y = nullptr;
	SpinBox *sb_sep_x = nullptr;
	Panel *edit_draw = nullptr;
	VScrollBar *vscroll = nullptr;
	HScrollBar *hscroll = nullptr;
	Vector2 draw_ofs;
	float draw_zoom = 0.0;