### 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)

color_conversion_map[Color::html(p_from_color)] = Color::html(p_to_color);
}
void EditorColorMap::add_conversion_exception(const StringName p_icon_name) {
	color_conversion_exceptions.insert(p_icon_name);
}
void EditorColorMap::create() {
	
	
	
	add_conversion_color_pair("#478cbf", "#478cbf"); 
	add_conversion_color_pair("#414042", "#414042"); 
	add_conversion_color_pair("#ffffff", "#414141"); 
	add_conversion_color_pair("#000000", "#bfbfbf"); 
	
	add_conversion_color_pair("#ff0000", "#ff0000"); 
	add_conversion_color_pair("#00ff00", "#00ff00"); 
	add_conversion_color_pair("#0000ff", "#0000ff");