### 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
} else {
					show_save_accept(vformat(TTR("%s no longer exists! Please specify a new save location."), scene->get_scene_file_path().get_base_dir()), TTR("OK"));
				}
				break;
			}
			[[fallthrough]];
		}
		case FILE_SAVE_AS_SCENE: {
			int scene_idx = (p_option == FILE_SAVE_SCENE || p_option == FILE_SAVE_AS_SCENE) ? -1 : tab_closing_idx;
			Node *scene = editor_data.get_edited_scene_root(scene_idx);
			if (!scene) {
				if (p_option == FILE_SAVE_SCENE) {
					
					
					ScriptEditor::get_singleton()->save_current_script();
				}
				const int saved = _save_external_resources();
				if (saved > 0) {
					show_accept(
							vformat(TTR("The current scene has no root node, but %d modified external resource(s) were saved anyway."), saved),
							TTR("OK"));
				} else if (p_option == FILE_SAVE_AS_SCENE) {
					
					show_accept(
							TTR("A root node is required to save the scene. You can add a root node using the Scene tree dock."),
							TTR("OK"));
				}
				break;
			}
			file->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);