### 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 (ED_IS_SHORTCUT("script_editor/prev_script", p_event)) {
		if (script_list->get_item_count() > 1) {
			int next_tab = script_list->get_current() - 1;
			next_tab = next_tab >= 0 ? next_tab : script_list->get_item_count() - 1;
			_go_to_tab(script_list->get_item_metadata(next_tab));
			_update_script_names();
		}
		accept_event();
	}
	if (ED_IS_SHORTCUT("script_editor/window_move_up", p_event)) {
		_menu_option(WINDOW_MOVE_UP);
		accept_event();
	}
	if (ED_IS_SHORTCUT("script_editor/window_move_down", p_event)) {
		_menu_option(WINDOW_MOVE_DOWN);
		accept_event();
	}
}
void ScriptEditor::_script_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index) {
	if (p_mouse_button_index == MouseButton::MIDDLE) {
		script_list->select(p_item);
		_script_selected(p_item);
		_menu_option(FILE_CLOSE);
	}
	if (p_mouse_button_index == MouseButton::RIGHT) {
		_make_script_list_context_menu();
	}
}
void ScriptEditor::_make_script_list_context_menu() {