### 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
center_split->connect("resized", callable_mp(this, &EditorNode::_vp_resized));
	native_shader_source_visualizer = memnew(EditorNativeShaderSourceVisualizer);
	gui_base->add_child(native_shader_source_visualizer);
	orphan_resources = memnew(OrphanResourcesDialog);
	gui_base->add_child(orphan_resources);
	confirmation = memnew(ConfirmationDialog);
	gui_base->add_child(confirmation);
	confirmation->connect("confirmed", callable_mp(this, &EditorNode::_menu_confirm_current));
	save_confirmation = memnew(ConfirmationDialog);
	save_confirmation->add_button(TTR("Don't Save"), DisplayServer::get_singleton()->get_swap_cancel_ok(), "discard");
	gui_base->add_child(save_confirmation);
	save_confirmation->set_min_size(Vector2(450.0 * EDSCALE, 0));
	save_confirmation->connect("confirmed", callable_mp(this, &EditorNode::_menu_confirm_current));
	save_confirmation->connect("custom_action", callable_mp(this, &EditorNode::_discard_changes));
	gradle_build_manage_templates = memnew(ConfirmationDialog);
	gradle_build_manage_templates->set_text(TTR("Android build template is missing, please install relevant templates."));
	gradle_build_manage_templates->set_ok_button_text(TTR("Manage Templates"));
	gradle_build_manage_templates->add_button(TTR("Install from file"))->connect("pressed", callable_mp(this, &EditorNode::_menu_option).bind(SETTINGS_INSTALL_ANDROID_BUILD_TEMPLATE));
	gradle_build_manage_templates->connect("confirmed", callable_mp(this, &EditorNode::_menu_option).bind(SETTINGS_MANAGE_EXPORT_TEMPLATES));
	gui_base->add_child(gradle_build_manage_templates);
	file_android_build_source = memnew(EditorFileDialog);
	file_android_build_source->set_title(TTR("Select Android sources file"));
	file_android_build_source->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
	file_android_build_source->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE);
	file_android_build_source->add_filter("*.zip");
	file_android_build_source->connect("file_selected", callable_mp(this, &EditorNode::_android_build_source_selected));
	gui_base->add_child(file_android_build_source);
	install_android_build_template = memnew(ConfirmationDialog);
	install_android_build_template->set_text(TTR("This will set up your project for gradle Android builds by installing the source template to \"res:android/build\".\nYou can then apply modifications and build your own custom APK on export (adding modules, changing the AndroidManifest.xml, etc.).\nNote that in order to make gradle builds instead of using pre-built APKs, the \"Use Gradle Build\" option should be enabled in the Android export preset."));
	install_android_build_template->set_ok_button_text(TTR("Install"));