### 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
}
			if (!edit(text_file, false)) {
				continue;
			}
		}
		if (!script_info.is_empty()) {
			ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(tab_container->get_tab_count() - 1));
			if (se) {
				se->set_edit_state(script_info["state"]);
			}
		}
	}
	for (int i = 0; i < helps.size(); i++) {
		String path = helps[i];
		if (path.is_empty()) { 
			continue;
		}
		_help_class_open(path);
	}
	for (int i = 0; i < tab_container->get_tab_count(); i++) {
		tab_container->get_tab_control(i)->set_meta("__editor_pass", Variant());
	}
	if (p_layout->has_section_key("ScriptEditor", "script_split_offset")) {
		script_split->set_split_offset(p_layout->get_value("ScriptEditor", "script_split_offset"));
	}
	if (p_layout->has_section_key("ScriptEditor", "list_split_offset")) {
		list_split->set_split_offset(p_layout->get_value("ScriptEditor", "list_split_offset"));
	}