### 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
}
				} break;
				case DISPLAY_FULL_PATH: {
					sd.name = path;
				} break;
			}
			if (!saved) {
				sd.name = se->get_name();
			}
			sedata.push_back(sd);
		}
		Vector<String> disambiguated_script_names;
		Vector<String> full_script_paths;
		for (int j = 0; j < sedata.size(); j++) {
			String name = sedata[j].name.replace("(*)", "");
			ScriptListName script_display = (ScriptListName)(int)EDITOR_GET("text_editor/script_list/list_script_names_as");
			switch (script_display) {
				case DISPLAY_NAME: {
					name = name.get_file();
				} break;
				case DISPLAY_DIR_AND_NAME: {
					name = name.get_base_dir().get_file().path_join(name.get_file());
				} break;
				default:
					break;
			}
			disambiguated_script_names.append(name);
			full_script_paths.append(sedata[j].tooltip);
		}
		EditorNode::disambiguate_filenames(full_script_paths, disambiguated_script_names);