### 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
bool script_temperature_enabled = EDITOR_GET("text_editor/script_list/script_temperature_enabled");
	int hist_size = EDITOR_GET("text_editor/script_list/script_temperature_history_size");
	Color hot_color = get_theme_color(SNAME("accent_color"), SNAME("Editor"));
	hot_color.set_s(hot_color.get_s() * 0.9);
	Color cold_color = get_theme_color(SNAME("font_color"), SNAME("Editor"));
	for (int i = 0; i < script_list->get_item_count(); i++) {
		int c = script_list->get_item_metadata(i);
		Node *n = tab_container->get_tab_control(c);
		if (!n) {
			continue;
		}
		script_list->set_item_custom_bg_color(i, Color(0, 0, 0, 0));
		if (script_temperature_enabled) {
			int pass = n->get_meta("__editor_pass", -1);
			if (pass < 0) {
				continue;
			}
			int h = edit_pass - pass;
			if (h > hist_size) {
				continue;
			}
			int non_zero_hist_size = (hist_size == 0) ? 1 : hist_size;
			float v = Math::ease((edit_pass - pass) / float(non_zero_hist_size), 0.4);
			script_list->set_item_custom_fg_color(i, hot_color.lerp(cold_color, v));
		}
	}
}
void ScriptEditor::_update_script_names() {