### 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)

undo_redo->add_undo_method(edit_draw, "queue_redraw");
				undo_redo->commit_action();
				drag = false;
				creating = false;
			}
		} else if (mb->get_button_index() == MouseButton::RIGHT && mb->is_pressed()) {
			if (drag) {
				drag = false;
				if (edited_margin >= 0) {
					static Side side[4] = { SIDE_TOP, SIDE_BOTTOM, SIDE_LEFT, SIDE_RIGHT };
					if (node_ninepatch) {
						node_ninepatch->set_patch_margin(side[edited_margin], prev_margin);
					}
					if (obj_styleBox.is_valid()) {
						obj_styleBox->set_texture_margin(side[edited_margin], prev_margin);
					}
					edited_margin = -1;
				} else {
					apply_rect(rect_prev);
					rect = rect_prev;
					edit_draw->queue_redraw();
					drag_index = -1;
				}
			}
		}
	}
	Ref<InputEventMouseMotion> mm = p_input;
	if (mm.is_valid()) {
		if (drag) {
			if (edited_margin >= 0) {