### 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
Ref<Script> scr = Object::cast_to<Script>(*p_script);
	if (scr.is_valid() && (scr->has_source_code() || scr->get_path().is_resource_file())) {
		
		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 && se->get_edited_resource()->get_path() == scr->get_path()) {
				se->set_breakpoint(p_line, p_enabled);
				return;
			}
		}
		
		Dictionary state = script_editor_cache->get_value(scr->get_path(), "state");
		Array breakpoints;
		if (state.has("breakpoints")) {
			breakpoints = state["breakpoints"];
		}
		if (breakpoints.has(p_line)) {
			if (!p_enabled) {
				breakpoints.erase(p_line);
			}
		} else if (p_enabled) {
			breakpoints.push_back(p_line);
		}
		state["breakpoints"] = breakpoints;
		script_editor_cache->set_value(scr->get_path(), "state", state);
		EditorDebuggerNode::get_singleton()->set_breakpoint(scr->get_path(), p_line + 1, false);
	}
}
void ScriptEditor::_clear_breakpoints() {