### 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
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
	RS::get_singleton()->environment_set_ssr_roughness_quality(ssr_roughness_quality);
	RS::SubSurfaceScatteringQuality sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
	RS::get_singleton()->sub_surface_scattering_set_quality(sss_quality);
	float sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
	float sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
	RS::get_singleton()->sub_surface_scattering_set_scale(sss_scale, sss_depth_scale);
	uint32_t directional_shadow_size = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/size");
	uint32_t directional_shadow_16_bits = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/16_bits");
	RS::get_singleton()->directional_shadow_atlas_set_size(directional_shadow_size, directional_shadow_16_bits);
	RS::ShadowQuality shadows_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality")));
	RS::get_singleton()->positional_soft_shadow_filter_set_quality(shadows_quality);
	RS::ShadowQuality directional_shadow_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality")));
	RS::get_singleton()->directional_soft_shadow_filter_set_quality(directional_shadow_quality);
	float probe_update_speed = GLOBAL_GET("rendering/lightmapping/probe_capture/update_speed");
	RS::get_singleton()->lightmap_set_probe_capture_update_speed(probe_update_speed);
	RS::EnvironmentSDFGIFramesToConverge frames_to_converge = RS::EnvironmentSDFGIFramesToConverge(int(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_converge")));
	RS::get_singleton()->environment_set_sdfgi_frames_to_converge(frames_to_converge);
	RS::EnvironmentSDFGIRayCount ray_count = RS::EnvironmentSDFGIRayCount(int(GLOBAL_GET("rendering/global_illumination/sdfgi/probe_ray_count")));
	RS::get_singleton()->environment_set_sdfgi_ray_count(ray_count);
	RS::VoxelGIQuality voxel_gi_quality = RS::VoxelGIQuality(int(GLOBAL_GET("rendering/global_illumination/voxel_gi/quality")));
	RS::get_singleton()->voxel_gi_set_quality(voxel_gi_quality);
	RS::get_singleton()->environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
	RS::get_singleton()->environment_set_volumetric_fog_filter_active(bool(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter")));
	RS::get_singleton()->canvas_set_shadow_texture_size(GLOBAL_GET("rendering/2d/shadow_atlas/size"));
	bool use_half_res_gi = GLOBAL_GET("rendering/global_illumination/gi/use_half_resolution");
	RS::get_singleton()->gi_set_use_half_resolution(use_half_res_gi);
	bool snap_2d_transforms = GLOBAL_GET("rendering/2d/snap/snap_2d_transforms_to_pixel");
	scene_root->set_snap_2d_transforms_to_pixel(snap_2d_transforms);
	bool snap_2d_vertices = GLOBAL_GET("rendering/2d/snap/snap_2d_vertices_to_pixel");