### 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
}
	message.resize(unsaved_scripts.size() + 1);
	message.write[0] = TTR("Save changes to the following script(s) before quitting?");
	int i = 1;
	for (const String &E : unsaved_scripts) {
		message.write[i] = E.trim_suffix("(*)");
		i++;
	}
	return String("\n").join(message);
}
void ScriptEditorPlugin::save_external_data() {
	if (!EditorNode::get_singleton()->is_exiting()) {
		script_editor->save_all_scripts();
	}
}
void ScriptEditorPlugin::apply_changes() {
	script_editor->apply_scripts();
}
void ScriptEditorPlugin::set_window_layout(Ref<ConfigFile> p_layout) {
	script_editor->set_window_layout(p_layout);
	if (EDITOR_GET("interface/multi_window/restore_windows_on_load") && window_wrapper->is_window_available() && p_layout->has_section_key("ScriptEditor", "window_rect")) {
		window_wrapper->restore_window_from_saved_position(
				p_layout->get_value("ScriptEditor", "window_rect", Rect2i()),
				p_layout->get_value("ScriptEditor", "window_screen", -1),
				p_layout->get_value("ScriptEditor", "window_screen_rect", Rect2i()));
	} else {
		window_wrapper->set_window_enabled(false);
	}
}
void ScriptEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {