### 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
script_editor->get_window_layout(p_layout);
	if (window_wrapper->get_window_enabled()) {
		p_layout->set_value("ScriptEditor", "window_rect", window_wrapper->get_window_rect());
		int screen = window_wrapper->get_window_screen();
		p_layout->set_value("ScriptEditor", "window_screen", screen);
		p_layout->set_value("ScriptEditor", "window_screen_rect", DisplayServer::get_singleton()->screen_get_usable_rect(screen));
	} else {
		if (p_layout->has_section_key("ScriptEditor", "window_rect")) {
			p_layout->erase_section_key("ScriptEditor", "window_rect");
		}
		if (p_layout->has_section_key("ScriptEditor", "window_screen")) {
			p_layout->erase_section_key("ScriptEditor", "window_screen");
		}
		if (p_layout->has_section_key("ScriptEditor", "window_screen_rect")) {
			p_layout->erase_section_key("ScriptEditor", "window_screen_rect");
		}
	}
}
void ScriptEditorPlugin::get_breakpoints(List<String> *p_breakpoints) {
	script_editor->get_breakpoints(p_breakpoints);
}
void ScriptEditorPlugin::edited_scene_changed() {
	script_editor->edited_scene_changed();
}
ScriptEditorPlugin::ScriptEditorPlugin() {