### 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 (p_idx == 0) { 
		current_menu_option = FILE_EXPORT_MESH_LIBRARY;
		if (!editor_data.get_edited_scene_root()) {
			show_accept(TTR("This operation can't be done without a scene."), TTR("OK"));
			return;
		}
		List<String> extensions;
		Ref<MeshLibrary> ml(memnew(MeshLibrary));
		ResourceSaver::get_recognized_extensions(ml, &extensions);
		file_export_lib->clear_filters();
		for (const String &E : extensions) {
			file_export_lib->add_filter("*." + E);
		}
		file_export_lib->popup_file_dialog();
		file_export_lib->set_title(TTR("Export Mesh Library"));
	} else { 
		if (export_as_menu->get_item_submenu(p_idx).is_empty()) { 
			Callable callback = export_as_menu->get_item_metadata(p_idx);
			Callable::CallError ce;
			Variant result;
			callback.callp(nullptr, 0, result, ce);
			if (ce.error != Callable::CallError::CALL_OK) {
				String err = Variant::get_callable_error_text(callback, nullptr, 0, ce);
				ERR_PRINT("Error calling function from export_as menu: " + err);
			}
		}
	}
}
int EditorNode::_next_unsaved_scene(bool p_valid_filename, int p_start) {