### 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
ADD_SIGNAL(MethodInfo("goto_line", PropertyInfo(Variant::INT, "line")));
}
ScriptEditorQuickOpen::ScriptEditorQuickOpen() {
	VBoxContainer *vbc = memnew(VBoxContainer);
	add_child(vbc);
	search_box = memnew(LineEdit);
	vbc->add_margin_child(TTR("Search:"), search_box);
	search_box->connect("text_changed", callable_mp(this, &ScriptEditorQuickOpen::_text_changed));
	search_box->connect("gui_input", callable_mp(this, &ScriptEditorQuickOpen::_sbox_input));
	search_options = memnew(Tree);
	vbc->add_margin_child(TTR("Matches:"), search_options, true);
	set_ok_button_text(TTR("Open"));
	get_ok_button()->set_disabled(true);
	register_text_enter(search_box);
	set_hide_on_ok(false);
	search_options->connect("item_activated", callable_mp(this, &ScriptEditorQuickOpen::_confirmed));
	search_options->set_hide_root(true);
	search_options->set_hide_folding(true);
	search_options->add_theme_constant_override("draw_guides", 1);
}
ScriptEditor *ScriptEditor::script_editor = nullptr;
String ScriptEditor::_get_debug_tooltip(const String &p_text, Node *_se) {