### 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)

snap_step.x = p_val;
	edit_draw->queue_redraw();
}
void TextureRegionEditor::_set_snap_step_y(float p_val) {
	snap_step.y = p_val;
	edit_draw->queue_redraw();
}
void TextureRegionEditor::_set_snap_sep_x(float p_val) {
	snap_separation.x = p_val;
	edit_draw->queue_redraw();
}
void TextureRegionEditor::_set_snap_sep_y(float p_val) {
	snap_separation.y = p_val;
	edit_draw->queue_redraw();
}
void TextureRegionEditor::_zoom_on_position(float p_zoom, Point2 p_position) {
	if (p_zoom < 0.25 || p_zoom > 8) {
		return;
	}
	float prev_zoom = draw_zoom;
	draw_zoom = p_zoom;
	Point2 ofs = p_position;
	ofs = ofs / prev_zoom - ofs / draw_zoom;
	draw_ofs = (draw_ofs + ofs).round();
	edit_draw->queue_redraw();
}
void TextureRegionEditor::_zoom_in() {