### 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
_update_script_names();
}
void ScriptEditor::_files_moved(const String &p_old_file, const String &p_new_file) {
	if (!script_editor_cache->has_section(p_old_file)) {
		return;
	}
	Variant state = script_editor_cache->get_value(p_old_file, "state");
	script_editor_cache->erase_section(p_old_file);
	script_editor_cache->set_value(p_new_file, "state", state);
	
	Array breakpoints = _get_cached_breakpoints_for_script(p_new_file);
	for (int i = 0; i < breakpoints.size(); i++) {
		int line = (int)breakpoints[i] + 1;
		EditorDebuggerNode::get_singleton()->set_breakpoint(p_old_file, line, false);
		if (!p_new_file.begins_with("local://") && ResourceLoader::exists(p_new_file, "Script")) {
			EditorDebuggerNode::get_singleton()->set_breakpoint(p_new_file, line, true);
		}
	}
	
}
void ScriptEditor::_file_removed(const String &p_removed_file) {