### 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
Ref<TextFile> sqscr = p_text_file;
	ERR_FAIL_COND_V(sqscr.is_null(), ERR_INVALID_PARAMETER);
	String source = sqscr->get_text();
	Error err;
	{
		Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
		ERR_FAIL_COND_V_MSG(err, err, "Cannot save text file '" + p_path + "'.");
		file->store_string(source);
		if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
			return ERR_CANT_CREATE;
		}
	}
	if (ResourceSaver::get_timestamp_on_save()) {
		p_text_file->set_last_modified_time(FileAccess::get_modified_time(p_path));
	}
	EditorFileSystem::get_singleton()->update_file(p_path);
	_res_saved_callback(sqscr);
	return OK;
}
bool ScriptEditor::edit(const Ref<Resource> &p_resource, int p_line, int p_col, bool p_grab_focus) {