### 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
GDCLASS(EditorJSONSyntaxHighlighter, EditorSyntaxHighlighter)
private:
	Ref<CodeHighlighter> highlighter;
public:
	virtual void _update_cache() override;
	virtual Dictionary _get_line_syntax_highlighting_impl(int p_line) override { return highlighter->get_line_syntax_highlighting(p_line); }
	virtual PackedStringArray _get_supported_languages() const override { return PackedStringArray{ "json" }; }
	virtual String _get_name() const override { return TTR("JSON"); }
	virtual Ref<EditorSyntaxHighlighter> _create() const override;
	EditorJSONSyntaxHighlighter() { highlighter.instantiate(); }
};
class ScriptEditorQuickOpen : public ConfirmationDialog {
	GDCLASS(ScriptEditorQuickOpen, ConfirmationDialog);
	LineEdit *search_box = nullptr;
	Tree *search_options = nullptr;
	String function;
	void _update_search();
	void _sbox_input(const Ref<InputEvent> &p_ie);
	Vector<String> functions;
	void _confirmed();
	void _text_changed(const String &p_newtext);
protected:
	void _notification(int p_what);
	static void _bind_methods();
public:
	void popup_dialog(const Vector<String> &p_functions, bool p_dontclear = false);
	ScriptEditorQuickOpen();
};
class EditorDebuggerNode;