### 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
c = tab_container->get_current_tab_control();
	if (Object::cast_to<ScriptEditorBase>(c)) {
		script_name_label->set_text(Object::cast_to<ScriptEditorBase>(c)->get_name());
		script_icon->set_texture(Object::cast_to<ScriptEditorBase>(c)->get_theme_icon());
		if (is_visible_in_tree()) {
			Object::cast_to<ScriptEditorBase>(c)->ensure_focus();
		}
		Ref<Script> scr = Object::cast_to<ScriptEditorBase>(c)->get_edited_resource();
		if (scr != nullptr) {
			notify_script_changed(scr);
		}
		Object::cast_to<ScriptEditorBase>(c)->validate();
	}
	if (Object::cast_to<EditorHelp>(c)) {
		script_name_label->set_text(Object::cast_to<EditorHelp>(c)->get_class());
		script_icon->set_texture(get_theme_icon(SNAME("Help"), SNAME("EditorIcons")));
		if (is_visible_in_tree()) {
			Object::cast_to<EditorHelp>(c)->set_focused();
		}
	}
	c->set_meta("__editor_pass", ++edit_pass);
	_update_history_arrows();
	_update_script_colors();
	_update_members_overview();
	_update_help_overview();
	_update_selected_editor_menu();
	_update_members_overview_visibility();
	_update_help_overview_visibility();
}
void ScriptEditor::_add_recent_script(String p_path) {