### 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
script_list->set_item_icon_modulate(-1, tool_color);
		}
		int index = script_list->get_item_count() - 1;
		script_list->set_item_tooltip(index, sedata_filtered[i].tooltip);
		script_list->set_item_metadata(index, sedata_filtered[i].index); 
		if (sedata_filtered[i].used) {
			script_list->set_item_custom_bg_color(index, Color(88 / 255.0, 88 / 255.0, 60 / 255.0));
		}
		if (tab_container->get_current_tab() == sedata_filtered[i].index) {
			script_list->select(index);
			script_name_label->set_text(sedata_filtered[i].name);
			script_icon->set_texture(sedata_filtered[i].icon);
			ScriptEditorBase *se = _get_current_editor();
			if (se) {
				se->enable_editor(this);
				_update_selected_editor_menu();
			}
		}
	}
	if (!waiting_update_names) {
		_update_members_overview();
		_update_help_overview();
	} else {
		waiting_update_names = false;
	}
	_update_members_overview_visibility();
	_update_help_overview_visibility();
	_update_script_colors();
}
Ref<TextFile> ScriptEditor::_load_text_file(const String &p_path, Error *r_error) const {