### 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
find_in_files_dialog->set_find_in_files_mode(FindInFilesDialog::REPLACE_MODE);
	find_in_files_dialog->set_search_text(text);
	find_in_files_dialog->set_replace_text("");
	find_in_files_dialog->popup_centered();
}
void ScriptEditor::_on_find_in_files_result_selected(String fpath, int line_number, int begin, int end) {
	if (ResourceLoader::exists(fpath)) {
		Ref<Resource> res = ResourceLoader::load(fpath);
		if (fpath.get_extension() == "gdshader") {
			ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_singleton()->get_editor_data().get_editor("Shader"));
			shader_editor->edit(res.ptr());
			shader_editor->make_visible(true);
			shader_editor->get_shader_editor(res)->goto_line_selection(line_number - 1, begin, end);
			return;
		} else if (fpath.get_extension() == "tscn") {
			Ref<FileAccess> f = FileAccess::open(fpath, FileAccess::READ);
			bool is_script_found = false;
			
			int scr_start_line = 1;
			String scr_header = "[sub_resource type=\"GDScript\" id=\"";
			String scr_id = "";
			String line = "";
			int l = 0;
			while (!f->eof_reached()) {
				line = f->get_line();
				l++;
				if (!line.begins_with(scr_header)) {
					continue;
				}