### 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
ERR_FAIL_COND(plugin_init_callback_count == MAX_INIT_CALLBACKS);
	plugin_init_callbacks[plugin_init_callback_count++] = p_callback;
}
EditorPluginInitializeCallback EditorNode::plugin_init_callbacks[EditorNode::MAX_INIT_CALLBACKS];
int EditorNode::build_callback_count = 0;
void EditorNode::add_build_callback(EditorBuildCallback p_callback) {
	ERR_FAIL_COND(build_callback_count == MAX_INIT_CALLBACKS);
	build_callbacks[build_callback_count++] = p_callback;
}
EditorBuildCallback EditorNode::build_callbacks[EditorNode::MAX_BUILD_CALLBACKS];
bool EditorNode::call_build() {
	bool builds_successful = true;
	for (int i = 0; i < build_callback_count && builds_successful; i++) {
		if (!build_callbacks[i]()) {
			ERR_PRINT("A Godot Engine build callback failed.");
			builds_successful = false;
		}
	}
	if (builds_successful && !editor_data.call_build()) {
		ERR_PRINT("An EditorPlugin build callback failed.");
		builds_successful = false;
	}
	return builds_successful;
}
void EditorNode::_inherit_imported(const String &p_action) {