### 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)

const float scale_gizmo_handles_for_touch = EDITOR_GET("interface/touchscreen/scale_gizmo_handles");
	if (scale_gizmo_handles_for_touch > 1.0f) {
		
		static HashSet<StringName> gizmo_to_scale;
		if (gizmo_to_scale.is_empty()) {
			gizmo_to_scale.insert("EditorHandle");
			gizmo_to_scale.insert("EditorHandleAdd");
			gizmo_to_scale.insert("EditorHandleDisabled");
			gizmo_to_scale.insert("EditorCurveHandle");
			gizmo_to_scale.insert("EditorPathSharpHandle");
			gizmo_to_scale.insert("EditorPathSmoothHandle");
		}
		if (gizmo_to_scale.has(gizmo_handle_name)) {
			return EDSCALE * scale_gizmo_handles_for_touch;
		}
	}
	return EDSCALE;
}
void editor_register_and_generate_icons(Ref<Theme> p_theme, bool p_dark_theme, float p_icon_saturation, int p_thumb_size, bool p_only_thumbs = false) {