### 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
add_child(erase_tab_confirm);
	script_create_dialog = memnew(ScriptCreateDialog);
	script_create_dialog->set_title(TTR("Create Script"));
	add_child(script_create_dialog);
	script_create_dialog->connect("script_created", callable_mp(this, &ScriptEditor::_script_created));
	file_dialog_option = -1;
	file_dialog = memnew(EditorFileDialog);
	add_child(file_dialog);
	file_dialog->connect("file_selected", callable_mp(this, &ScriptEditor::_file_dialog_action));
	error_dialog = memnew(AcceptDialog);
	add_child(error_dialog);
	disk_changed = memnew(ConfirmationDialog);
	{
		VBoxContainer *vbc = memnew(VBoxContainer);
		disk_changed->add_child(vbc);
		Label *dl = memnew(Label);
		dl->set_text(TTR("The following files are newer on disk.\nWhat action should be taken?:"));
		vbc->add_child(dl);
		disk_changed_list = memnew(Tree);
		vbc->add_child(disk_changed_list);
		disk_changed_list->set_v_size_flags(SIZE_EXPAND_FILL);
		disk_changed->connect("confirmed", callable_mp(this, &ScriptEditor::reload_scripts).bind(false));
		disk_changed->set_ok_button_text(TTR("Reload"));
		disk_changed->add_button(TTR("Resave"), !DisplayServer::get_singleton()->get_swap_cancel_ok(), "resave");
		disk_changed->connect("custom_action", callable_mp(this, &ScriptEditor::_resave_scripts));
	}
	add_child(disk_changed);
	script_editor = this;
	autosave_timer = memnew(Timer);
	autosave_timer->set_one_shot(false);