### 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
List<String> cached_editors;
	script_editor_cache->get_sections(&cached_editors);
	for (const String &E : cached_editors) {
		if (loaded_scripts.has(E)) {
			continue;
		}
		if (!FileAccess::exists(E)) {
			script_editor_cache->erase_section(E);
			continue;
		}
		Array breakpoints = _get_cached_breakpoints_for_script(E);
		for (int i = 0; i < breakpoints.size(); i++) {
			EditorDebuggerNode::get_singleton()->set_breakpoint(E, (int)breakpoints[i] + 1, true);
		}
	}
	restoring_layout = false;
	_update_script_names();
	if (p_layout->has_section_key("ScriptEditor", "selected_script")) {
		String selected_script = p_layout->get_value("ScriptEditor", "selected_script");
		
		for (int i = 0; i < tab_container->get_tab_count(); i++) {
			ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(i));
			if (se && se->get_edited_resource()->get_path() == selected_script) {
				_go_to_tab(i);
				break;
			}
		}
	}
}
void ScriptEditor::get_window_layout(Ref<ConfigFile> p_layout) {