### 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 (p_class.is_empty()) {
		return;
	}
	for (int i = 0; i < tab_container->get_tab_count(); i++) {
		EditorHelp *eh = Object::cast_to<EditorHelp>(tab_container->get_tab_control(i));
		if (eh && eh->get_class() == p_class) {
			_go_to_tab(i);
			_update_script_names();
			return;
		}
	}
	EditorHelp *eh = memnew(EditorHelp);
	eh->set_name(p_class);
	tab_container->add_child(eh);
	_go_to_tab(tab_container->get_tab_count() - 1);
	eh->go_to_class(p_class);
	eh->connect("go_to_help", callable_mp(this, &ScriptEditor::_help_class_goto));
	_add_recent_script(p_class);
	_sort_list_on_update = true;
	_update_script_names();
	_save_layout();
}
void ScriptEditor::_help_class_goto(const String &p_desc) {