### 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
class ScriptEditorBase : public VBoxContainer {
	GDCLASS(ScriptEditorBase, VBoxContainer);
protected:
	static void _bind_methods();
public:
	virtual void add_syntax_highlighter(Ref<EditorSyntaxHighlighter> p_highlighter) = 0;
	virtual void set_syntax_highlighter(Ref<EditorSyntaxHighlighter> p_highlighter) = 0;
	virtual void apply_code() = 0;
	virtual Ref<Resource> get_edited_resource() const = 0;
	virtual Vector<String> get_functions() = 0;
	virtual void set_edited_resource(const Ref<Resource> &p_res) = 0;
	virtual void enable_editor(Control *p_shortcut_context = nullptr) = 0;
	virtual void reload_text() = 0;
	virtual String get_name() = 0;
	virtual Ref<Texture2D> get_theme_icon() = 0;
	virtual bool is_unsaved() = 0;
	virtual Variant get_edit_state() = 0;
	virtual void set_edit_state(const Variant &p_state) = 0;
	virtual Variant get_navigation_state() = 0;
	virtual void goto_line(int p_line, bool p_with_error = false) = 0;
	virtual void set_executing_line(int p_line) = 0;
	virtual void clear_executing_line() = 0;
	virtual void trim_trailing_whitespace() = 0;
	virtual void insert_final_newline() = 0;
	virtual void convert_indent() = 0;
	virtual void ensure_focus() = 0;
	virtual void tag_saved_version() = 0;
	virtual void reload(bool p_soft) {}