### 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
TypedArray<ScriptEditorBase> script_editors;
	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;
		}
		script_editors.push_back(se);
	}
	return script_editors;
}
void ScriptEditor::set_scene_root_script(Ref<Script> p_script) {
	
	bool use_external_editor =
			EDITOR_GET("text_editor/external/use_external_editor") ||
			(p_script.is_valid() && p_script->get_language()->overrides_external_editor());
	use_external_editor = use_external_editor && !(p_script.is_valid() && p_script->is_built_in()); 
	const bool open_dominant = EDITOR_GET("text_editor/behavior/files/open_dominant_script_on_scene_change");
	if (open_dominant && !use_external_editor && p_script.is_valid()) {
		edit(p_script);
	}
}
bool ScriptEditor::script_goto_method(Ref<Script> p_script, const String &p_method) {
	int line = p_script->get_member_line(p_method);
	if (line == -1) {
		return false;
	}
	return edit(p_script, line, 0);
}
void ScriptEditor::set_live_auto_reload_running_scripts(bool p_enabled) {