### 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 (restore_window_on_load && floating_docks_dump.has(name)) {
				_restore_floating_dock(floating_docks_dump[name], node, i);
			} else if (wrapper) {
				_dock_floating_close_request(wrapper);
			}
		}
		if (!p_layout->has_section_key(p_section, "dock_" + itos(i + 1) + "_selected_tab_idx")) {
			continue;
		}
		int selected_tab_idx = p_layout->get_value(p_section, "dock_" + itos(i + 1) + "_selected_tab_idx");
		if (selected_tab_idx >= 0 && selected_tab_idx < dock_slot[i]->get_tab_count()) {
			dock_slot[i]->call_deferred("set_current_tab", selected_tab_idx);
		}
	}
	for (int i = 0; i < vsplits.size(); i++) {
		if (!p_layout->has_section_key(p_section, "dock_split_" + itos(i + 1))) {
			continue;
		}
		int ofs = p_layout->get_value(p_section, "dock_split_" + itos(i + 1));
		vsplits[i]->set_split_offset(ofs);
	}
	for (int i = 0; i < hsplits.size(); i++) {
		if (!p_layout->has_section_key(p_section, "dock_hsplit_" + itos(i + 1))) {
			continue;
		}
		int ofs = p_layout->get_value(p_section, "dock_hsplit_" + itos(i + 1));
		hsplits[i]->set_split_offset(ofs);
	}
	for (int i = 0; i < vsplits.size(); i++) {
		bool in_use = dock_slot[i * 2 + 0]->get_tab_count() || dock_slot[i * 2 + 1]->get_tab_count();