### 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)

Ref<Texture2D> base_tex = nullptr;
	if (atlas_tex.is_valid()) {
		base_tex = atlas_tex->get_atlas();
	} else if (node_sprite_2d) {
		base_tex = node_sprite_2d->get_texture();
	} else if (node_sprite_3d) {
		base_tex = node_sprite_3d->get_texture();
	} else if (node_ninepatch) {
		base_tex = node_ninepatch->get_texture();
	} else if (obj_styleBox.is_valid()) {
		base_tex = obj_styleBox->get_texture();
	}
	if (base_tex.is_null()) {
		return;
	}
	Transform2D mtx;
	mtx.columns[2] = -draw_ofs * draw_zoom;
	mtx.scale_basis(Vector2(draw_zoom, draw_zoom));
	RS::get_singleton()->canvas_item_add_set_transform(edit_draw->get_canvas_item(), mtx);
	edit_draw->draw_rect(Rect2(Point2(), preview_tex->get_size()), Color(0.5, 0.5, 0.5, 0.5), false);
	edit_draw->draw_texture(preview_tex, Point2());
	RS::get_singleton()->canvas_item_add_set_transform(edit_draw->get_canvas_item(), Transform2D());
	const Color color = get_theme_color(SNAME("mono_color"), SNAME("Editor"));
	if (snap_mode == SNAP_GRID) {
		const Color grid_color = Color(color.r, color.g, color.b, color.a * 0.15);
		Size2 s = edit_draw->get_size();
		int last_cell = 0;