### Godot version

4.1.1.stable

### System information

Godot v4.1.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 30.0.15.1295) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)

### Issue description

When undocking the script editor so that it's floating, CollisionShape3D Shape Size handles stop working.

If they were visible on a Shape, they remain visible on that shape and still work for that shape; but they will not appear on any other collision object when selecting it.

If you launch the editor with the Script panel already in a floating state, no shape handles ever become visible.

If you dock the Script editor again, everything goes back to normal and works fine.

### Steps to reproduce

Create a 3D scene with some collision shapes.
Undock the Script editor

### Minimal reproduction project

N/A
if (!pending_auto_reload && auto_reload_running_scripts) {
		call_deferred(SNAME("_live_auto_reload_running_scripts"));
		pending_auto_reload = true;
	}
}
void ScriptEditor::_live_auto_reload_running_scripts() {
	pending_auto_reload = false;
	EditorDebuggerNode::get_singleton()->reload_scripts();
}
bool ScriptEditor::_test_script_times_on_disk(Ref<Resource> p_for_script) {
	disk_changed_list->clear();
	TreeItem *r = disk_changed_list->create_item();
	disk_changed_list->set_hide_root(true);
	bool need_ask = false;
	bool need_reload = false;
	bool use_autoreload = bool(EDITOR_GET("text_editor/behavior/files/auto_reload_scripts_on_external_change"));
	for (int i = 0; i < tab_container->get_tab_count(); i++) {
		ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(i));
		if (se) {