### 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 (history_pos < history.size() - 1) {
		_update_history_pos(history_pos + 1);
	}
}
void ScriptEditor::_history_back() {
	if (history_pos > 0) {
		_update_history_pos(history_pos - 1);
	}
}
Vector<Ref<Script>> ScriptEditor::get_open_scripts() const {
	Vector<Ref<Script>> out_scripts = Vector<Ref<Script>>();
	for (int i = 0; i < tab_container->get_tab_count(); i++) {
		ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(i));
		if (!se) {
			continue;
		}
		Ref<Script> scr = se->get_edited_resource();
		if (scr != nullptr) {
			out_scripts.push_back(scr);
		}
	}
	return out_scripts;
}
TypedArray<ScriptEditorBase> ScriptEditor::_get_open_script_editors() const {