### 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
center_split->set_split_offset(old_split_ofs);
}
void EditorNode::_add_to_recent_scenes(const String &p_scene) {
	Array rc = EditorSettings::get_singleton()->get_project_metadata("recent_files", "scenes", Array());
	if (rc.has(p_scene)) {
		rc.erase(p_scene);
	}
	rc.push_front(p_scene);
	if (rc.size() > 10) {
		rc.resize(10);
	}
	EditorSettings::get_singleton()->set_project_metadata("recent_files", "scenes", rc);
	_update_recent_scenes();
}
void EditorNode::_open_recent_scene(int p_idx) {
	if (p_idx == recent_scenes->get_item_count() - 1) {
		EditorSettings::get_singleton()->set_project_metadata("recent_files", "scenes", Array());
		call_deferred(SNAME("_update_recent_scenes"));
	} else {
		Array rc = EditorSettings::get_singleton()->get_project_metadata("recent_files", "scenes", Array());
		ERR_FAIL_INDEX(p_idx, rc.size());
		if (load_scene(rc[p_idx]) != OK) {
			rc.remove_at(p_idx);
			EditorSettings::get_singleton()->set_project_metadata("recent_files", "scenes", rc);
			_update_recent_scenes();
		}
	}
}
void EditorNode::_update_recent_scenes() {