### 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
file_dialog->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE);
			file_dialog->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
			file_dialog_option = FILE_OPEN;
			List<String> extensions;
			ResourceLoader::get_recognized_extensions_for_type("Script", &extensions);
			file_dialog->clear_filters();
			for (int i = 0; i < extensions.size(); i++) {
				file_dialog->add_filter("*." + extensions[i], extensions[i].to_upper());
			}
			for (const String &E : textfile_extensions) {
				file_dialog->add_filter("*." + E, E.to_upper());
			}
			file_dialog->popup_file_dialog();
			file_dialog->set_title(TTR("Open File"));
			return;
		} break;
		case FILE_REOPEN_CLOSED: {
			if (previous_scripts.is_empty()) {
				return;
			}
			String path = previous_scripts.back()->get();
			previous_scripts.pop_back();
			List<String> extensions;
			ResourceLoader::get_recognized_extensions_for_type("Script", &extensions);
			ResourceLoader::get_recognized_extensions_for_type("JSON", &extensions);
			bool built_in = !path.is_resource_file();
			if (extensions.find(path.get_extension()) || built_in) {
				if (built_in) {
					String res_path = path.get_slice("::", 0);
					if (ResourceLoader::get_resource_type(res_path) == "PackedScene") {