how to stop a vertex buffer without deleting it ?

I’m trying to render a .obj file to the frustum but it keeps attaching itself to the current vertex buffer even when I bind the .obj data to another vertex buffer

 glGenBuffers(1, &vertexbuffer);

      glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
          
      glBufferData(GL_ARRAY_BUFFER, sizeof(points), points.data(), GL_STATIC_DRAW);

      glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data());

      glEnableVertexAttribArray(3);



      //Translation Process
      GLfloat TranslationMatrix[] = {
        1.0, 0.0, 0.0, 0.0, 
        0.0, 1.0, 0.0, 0.0, 
        0.0, 0.0, 1.0, 1.0,
        0.0, 0.0, 0.0, 1.0
      };

      //Send Translation Matrix up to the vertex shader
      glUniformMatrix4fv(translation, 1, TRUE, TranslationMatrix);


      //THIS IS FINE
      // glDrawElements(GL_QUADS, points.size(), GL_UNSIGNED_INT,  points.data());
      glDrawElements( GL_QUADS, faces.size(), GL_UNSIGNED_INT,  faces.data());
   

Is there a way to use the current vertex buffer with .obj data without deleting the old current buffer?.