### 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
for (int i = tab_container->get_tab_count() - 1; i >= 0; i--) {
		script_close_queue.push_back(i);
	}
	_queue_close_tabs();
}
void ScriptEditor::_queue_close_tabs() {
	while (!script_close_queue.is_empty()) {
		int idx = script_close_queue.front()->get();
		script_close_queue.pop_front();
		tab_container->set_current_tab(idx);
		ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(idx));
		if (se) {
			
			if (se->is_unsaved()) {
				_ask_close_current_unsaved_tab(se);
				erase_tab_confirm->connect(SceneStringNames::get_singleton()->visibility_changed, callable_mp(this, &ScriptEditor::_queue_close_tabs), CONNECT_ONE_SHOT);
				break;
			}
		}
		_close_current_tab(false);
	}
	_update_find_replace_bar();
}
void ScriptEditor::_ask_close_current_unsaved_tab(ScriptEditorBase *current) {
	erase_tab_confirm->set_text(TTR("Close and save changes?") + "\n\"" + current->get_name() + "\"");
	erase_tab_confirm->popup_centered();
}
void ScriptEditor::_resave_scripts(const String &p_str) {