### 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
scr_id = line.get_slice(scr_header, 1);
				scr_id = scr_id.get_slice("\"", 0);
				scr_start_line = l + 1;
				int scr_line_count = 0;
				do {
					line = f->get_line();
					l++;
					String strline = line.strip_edges();
					if (strline.ends_with("\"") && !strline.ends_with("\\\"")) {
						
						break;
					}
					scr_line_count++;
				} while (!f->eof_reached());
				if (line_number > scr_start_line + scr_line_count) {
					
					continue;
				}
				
				line_number = line_number - scr_start_line;
				is_script_found = true;
				break;
			}
			EditorNode::get_singleton()->load_scene(fpath);
			if (is_script_found && !scr_id.is_empty()) {
				Ref<Script> scr = ResourceLoader::load(fpath + "::" + scr_id, "Script");
				if (scr.is_valid()) {
					edit(scr);
					ScriptTextEditor *ste = Object::cast_to<ScriptTextEditor>(_get_current_editor());
					if (ste) {