### 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
Ref<Script> scr = Object::cast_to<Script>(*p_script);
	if (scr.is_valid() && (scr->has_source_code() || scr->get_path().is_resource_file())) {
		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) {
				continue;
			}
			if ((scr != nullptr && se->get_edited_resource() == p_script) || se->get_edited_resource()->get_path() == scr->get_path()) {
				se->set_executing_line(p_line);
			}
		}
	}
}
void ScriptEditor::_clear_execution(Ref<RefCounted> p_script) {
	Ref<Script> scr = Object::cast_to<Script>(*p_script);
	if (scr.is_valid() && (scr->has_source_code() || scr->get_path().is_resource_file())) {
		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) {
				continue;
			}
			if ((scr != nullptr && se->get_edited_resource() == p_script) || se->get_edited_resource()->get_path() == scr->get_path()) {
				se->clear_executing_line();
			}
		}
	}
}
void ScriptEditor::_set_breakpoint(Ref<RefCounted> p_script, int p_line, bool p_enabled) {