### 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)

setting->set_initial_value("text_editor/theme/highlighting/caret_background_color", caret_background_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/text_selected_color", text_selected_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/selection_color", selection_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/brace_mismatch_color", brace_mismatch_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/current_line_color", current_line_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/line_length_guideline_color", line_length_guideline_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/word_highlighted_color", word_highlighted_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/number_color", number_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/function_color", function_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/member_variable_color", member_variable_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/mark_color", mark_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/bookmark_color", bookmark_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/breakpoint_color", breakpoint_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/executing_line_color", executing_line_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/code_folding_color", code_folding_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/search_result_color", search_result_color, true);
		setting->set_initial_value("text_editor/theme/highlighting/search_result_border_color", search_result_border_color, true);
	} else if (text_editor_color_theme == "Godot 2") {
		setting->load_text_editor_theme();
	}
	
	theme->set_font("font", "CodeEdit", theme->get_font(SNAME("source"), SNAME("EditorFonts")));
	theme->set_font_size("font_size", "CodeEdit", theme->get_font_size(SNAME("source_size"), SNAME("EditorFonts")));
	Ref<StyleBoxFlat> code_edit_stylebox = make_flat_stylebox(EDITOR_GET("text_editor/theme/highlighting/background_color"), widget_default_margin.x, widget_default_margin.y, widget_default_margin.x, widget_default_margin.y, corner_radius);
	theme->set_stylebox("normal", "CodeEdit", code_edit_stylebox);
	theme->set_stylebox("read_only", "CodeEdit", code_edit_stylebox);
	theme->set_stylebox("focus", "CodeEdit", Ref<StyleBoxEmpty>(memnew(StyleBoxEmpty)));
	theme->set_icon("tab", "CodeEdit", theme->get_icon(SNAME("GuiTab"), SNAME("EditorIcons")));
	theme->set_icon("space", "CodeEdit", theme->get_icon(SNAME("GuiSpace"), SNAME("EditorIcons")));
	theme->set_icon("folded", "CodeEdit", theme->get_icon(SNAME("CodeFoldedRightArrow"), SNAME("EditorIcons")));