### Godot version

v4.2.dev (221884e6b)

### System information

Godot v4.2.dev (221884e6b) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti Laptop GPU (NVIDIA; 31.0.15.3699) - 12th Gen Intel(R) Core(TM) i7-12700H (20 Threads)

### Issue description

When you are switching between open scenes the animation toolbar above the viewport can appear out of context. One example is having an animation player in a 3D scene (there is no animation toolbar in the 3D viewport), then switching to a 2D scene. The toolbar would be visible and the bottom panel would be expanded, despite no animation player or active animation being present in the second scene. Toggling the bottom panel fixes the state.

### Steps to reproduce


https://github.com/godotengine/godot/assets/11782833/f60cef64-1abc-4908-91ef-a8d12204383c



### Minimal reproduction project

N/a
p_zoom = CLAMP(p_zoom, MIN_ZOOM, MAX_ZOOM);
	if (p_zoom == zoom) {
		zoom_widget->set_zoom(p_zoom);
		return;
	}
	real_t prev_zoom = zoom;
	zoom = p_zoom;
	view_offset += p_position / prev_zoom - p_position / zoom;
	// We want to align in-scene pixels to screen pixels, this prevents blurry rendering
	// in small details (texts, lines).
	// This correction adds a jitter movement when zooming, so we correct only when the
	// zoom factor is an integer. (in the other cases, all pixels won't be aligned anyway)
	const real_t closest_zoom_factor = Math::round(zoom);
	if (Math::is_zero_approx(zoom - closest_zoom_factor)) {
		// make sure scene pixel at view_offset is aligned on a screen pixel
		Vector2 view_offset_int = view_offset.floor();
		Vector2 view_offset_frac = view_offset - view_offset_int;
		view_offset = view_offset_int + (view_offset_frac * closest_zoom_factor).round() / closest_zoom_factor;
	}
	zoom_widget->set_zoom(zoom);
	update_viewport();
}
void CanvasItemEditor::_update_zoom(real_t p_zoom) {