### 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
switch (p_what) {
		case NOTIFICATION_PROCESS: {
			if (opening_prev && !confirmation->is_visible()) {
				opening_prev = false;
			}
			bool global_unsaved = EditorUndoRedoManager::get_singleton()->is_history_unsaved(EditorUndoRedoManager::GLOBAL_HISTORY);
			bool scene_or_global_unsaved = global_unsaved || EditorUndoRedoManager::get_singleton()->is_history_unsaved(editor_data.get_current_edited_scene_history_id());
			if (unsaved_cache != scene_or_global_unsaved) {
				unsaved_cache = scene_or_global_unsaved;
				_update_title();
			}
			if (editor_data.is_scene_changed(-1)) {
				_update_scene_tabs();
			}
			
			uint64_t frame = Engine::get_singleton()->get_frames_drawn();
			uint64_t tick = OS::get_singleton()->get_ticks_msec();
			if (frame != update_spinner_step_frame && (tick - update_spinner_step_msec) > (1000 / 8)) {
				update_spinner_step++;