### 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
icon->set_texture(gui_base->get_theme_icon(SNAME("Folder"), SNAME("EditorIcons")));
		} else {
			label->set_text(p_paths[i].get_file());
			icon->set_texture(gui_base->get_theme_icon(SNAME("File"), SNAME("EditorIcons")));
		}
		icon->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
		icon->set_size(Size2(16, 16));
		hbox->add_child(icon);
		hbox->add_child(label);
		vbox->add_child(hbox);
	}
	if (p_paths.size() > num_rows) {
		Label *label = memnew(Label);
		if (has_file && has_folder) {
			label->set_text(vformat(TTR("%d more files or folders"), p_paths.size() - num_rows));
		} else if (has_folder) {
			label->set_text(vformat(TTR("%d more folders"), p_paths.size() - num_rows));
		} else {
			label->set_text(vformat(TTR("%d more files"), p_paths.size() - num_rows));
		}
		vbox->add_child(label);
	}
	p_from->set_drag_preview(vbox); 
	Dictionary drag_data;
	drag_data["type"] = has_folder ? "files_and_dirs" : "files";
	drag_data["files"] = p_paths;
	drag_data["from"] = p_from;
	return drag_data;
}
void EditorNode::add_tool_menu_item(const String &p_name, const Callable &p_callback) {