### 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
HashMap<String, Cache>::Iterator E = cached.find(p_path);
		if (!E) {
			Cache c;
			c.cache = ResourceLoader::load(p_path);
			E = cached.insert(p_path, c);
		}
		E->value.time_loaded = OS::get_singleton()->get_ticks_msec();
		if (cached.size() > max_cache_size) {
			uint64_t older;
			HashMap<String, Cache>::Iterator O = cached.begin();
			older = O->value.time_loaded;
			HashMap<String, Cache>::Iterator I = O;
			while (I) {
				if (I->value.time_loaded < older) {
					older = I->value.time_loaded;
					O = I;
				}
				++I;
			}
			if (O != E) { 
				cached.remove(O);
			}
		}
		return E->value.cache;
	}
	virtual ~EditorScriptCodeCompletionCache() {}