### 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
EditorSettings::get_singleton()->set("text_editor/script_list/sort_members_outline_alphabetically", p_alphabetic_sort);
	_update_members_overview();
}
void ScriptEditor::_update_members_overview() {
	members_overview->clear();
	ScriptEditorBase *se = _get_current_editor();
	if (!se) {
		return;
	}
	Vector<String> functions = se->get_functions();
	if (EDITOR_GET("text_editor/script_list/sort_members_outline_alphabetically")) {
		functions.sort();
	}
	for (int i = 0; i < functions.size(); i++) {
		String filter = filter_methods->get_text();
		String name = functions[i].get_slice(":", 0);
		if (filter.is_empty() || filter.is_subsequence_ofn(name)) {
			members_overview->add_item(name);
			members_overview->set_item_metadata(-1, functions[i].get_slice(":", 1).to_int() - 1);
		}
	}
	String path = se->get_edited_resource()->get_path();
	bool built_in = !path.is_resource_file();
	String name = built_in ? path.get_file() : se->get_name();
	filename->set_text(name);
}
void ScriptEditor::_update_help_overview_visibility() {