### 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
args.push_back(script_path);
		}
		if (!path.is_empty()) {
			Error err = OS::get_singleton()->create_process(path, args);
			if (err == OK) {
				return false;
			}
		}
		ERR_PRINT("Couldn't open external text editor, falling back to the internal editor. Review your `text_editor/external/` editor settings.");
	}
	for (int i = 0; i < tab_container->get_tab_count(); i++) {
		ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(i));
		if (!se) {
			continue;
		}
		if ((scr != nullptr && se->get_edited_resource() == p_resource) || se->get_edited_resource()->get_path() == p_resource->get_path()) {
			if (should_open) {
				se->enable_editor(this);
				if (tab_container->get_current_tab() != i) {
					_go_to_tab(i);
				}
				if (is_visible_in_tree()) {
					se->ensure_focus();
				}
				if (p_line > 0) {
					se->goto_line(p_line);
				}
			}
			_update_script_names();
			script_list->ensure_current_is_visible();