### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Compatibility) - Mesa Intel(R) HD Graphics 520 (SKL GT2) () - Intel(R) Core(TM) i7-6500U CPU @ 2.50GHz (4 Threads)

### Issue description

After right clicking in thet "Filter Nodes" menu in the scene tree dock, the sub-menu is populated with a "Search" icon.

If I later switch themes in the same session, this icon is never updated to match the new theme.

![image](https://github.com/godotengine/godot/assets/660911/14336bb3-12ca-48c8-b030-8ada6ac27ec6)


### Steps to reproduce

1. Right click in the "Filter Nodes" menu in scene tree dock
2. Switch themes
3. Right click again in the "Filter Nodes" menu

Expected result: Icon has updated to match the theme I am currently using
Actual result: Icon is still using the theme I launched Godot with

### Minimal reproduction project

N/A
n->get_owned_by(n->get_owner(), &owned);
			Array owners;
			for (Node *F : owned) {
				owners.push_back(F);
			}
			undo_redo->add_do_method(n->get_parent(), "remove_child", n);
			undo_redo->add_undo_method(n->get_parent(), "add_child", n, true);
			undo_redo->add_undo_method(n->get_parent(), "move_child", n, n->get_index());
			if (AnimationPlayerEditor::get_singleton()->get_track_editor()->get_root() == n) {
				undo_redo->add_undo_method(AnimationPlayerEditor::get_singleton()->get_track_editor(), "set_root", n);
			}
			undo_redo->add_undo_method(this, "_set_owners", edited_scene, owners);
			undo_redo->add_undo_reference(n);
			EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
			undo_redo->add_do_method(ed, "live_debug_remove_and_keep_node", edited_scene->get_path_to(n), n->get_instance_id());
			undo_redo->add_undo_method(ed, "live_debug_restore_node", n->get_instance_id(), edited_scene->get_path_to(n->get_parent()), n->get_index());
		}
	}
	undo_redo->commit_action();
	
	if (CanvasItemEditor *editor = CanvasItemEditor::get_singleton()) {
		editor->get_viewport_control()->queue_redraw();
	}
	_push_item(nullptr);
	
	EditorSelectionHistory *editor_history = EditorNode::get_singleton()->get_editor_selection_history();
	editor_history->cleanup_history();
	InspectorDock::get_singleton()->call("_prepare_history");
}
void SceneTreeDock::_update_script_button() {