### 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)

if (!atlas.is_valid()) {
		return false;
	}
	Rect2 src = p_src_rect;
	if (src.size == Size2()) {
		src.size = region.size;
	}
	Vector2 scale = p_rect.size / src.size;
	src.position += (region.position - margin.position);
	Rect2 src_clipped = region.intersection(src);
	if (src_clipped.size == Size2()) {
		return false;
	}
	Vector2 ofs = (src_clipped.position - src.position);
	if (scale.x < 0) {
		ofs.x += (src_clipped.size.x - src.size.x);
	}
	if (scale.y < 0) {
		ofs.y += (src_clipped.size.y - src.size.y);
	}
	r_rect = Rect2(p_rect.position + ofs * scale, src_clipped.size * scale);
	r_src_rect = src_clipped;
	return true;
}
bool AtlasTexture::is_pixel_opaque(int p_x, int p_y) const {