### Godot version

4.0 fb10f45

### System information

Windows 10 x64

### Issue description

Behold, empty TileSet editor, with no TileMap node nor bottom button visible:
![image](https://github.com/godotengine/godot/assets/2223172/0f052770-4946-40eb-a790-a995dbe2599c)
Regression from #72277 (most likely, I didn't test)

### Steps to reproduce

1. Add some Node to your scene
2. Add a TileMap as a child
3. Select TileMap
4. Fold its parent in the scene tree
5. Restart the editor
6. The TileMap selection is restored and so is the folded node, resulting in a weird paradox

### Minimal reproduction project

N/A
}
	EditorAudioMeterNotches *scale = memnew(EditorAudioMeterNotches);
	for (float db = 6.0f; db >= -80.0f; db -= 6.0f) {
		bool renderNotch = (db >= -6.0f || db == -24.0f || db == -72.0f);
		scale->add_notch(_scaled_db_to_normalized_volume(db), db, renderNotch);
	}
	scale->set_mouse_filter(MOUSE_FILTER_PASS);
	hb->add_child(scale);
	effects = memnew(Tree);
	effects->set_hide_root(true);
	effects->set_custom_minimum_size(Size2(0, 80) * EDSCALE);
	effects->set_hide_folding(true);
	effects->set_v_size_flags(SIZE_EXPAND_FILL);
	vb->add_child(effects);
	effects->connect("item_edited", callable_mp(this, &EditorAudioBus::_effect_edited));
	effects->connect("cell_selected", callable_mp(this, &EditorAudioBus::_effect_selected));
	effects->set_edit_checkbox_cell_only_when_checkbox_is_pressed(true);
	SET_DRAG_FORWARDING_GCD(effects, EditorAudioBus);
	effects->connect("item_mouse_selected", callable_mp(this, &EditorAudioBus::_effect_rmb));
	effects->set_allow_rmb_select(true);
	effects->set_focus_mode(FOCUS_CLICK);
	effects->set_allow_reselect(true);
	effects->connect("gui_input", callable_mp(this, &EditorAudioBus::_effects_gui_input));
	send = memnew(OptionButton);
	send->set_clip_text(true);
	send->connect("item_selected", callable_mp(this, &EditorAudioBus::_send_selected));
	vb->add_child(send);
	set_focus_mode(FOCUS_CLICK);
	effect_options = memnew(PopupMenu);
	effect_options->connect("index_pressed", callable_mp(this, &EditorAudioBus::_effect_add));