### 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
textfile_extensions.clear();
	const Vector<String> textfile_ext = ((String)(EDITOR_GET("docks/filesystem/textfile_extensions"))).split(",", false);
	for (const String &E : textfile_ext) {
		textfile_extensions.insert(E);
	}
	trim_trailing_whitespace_on_save = EDITOR_GET("text_editor/behavior/files/trim_trailing_whitespace_on_save");
	convert_indent_on_save = EDITOR_GET("text_editor/behavior/files/convert_indent_on_save");
	members_overview_enabled = EDITOR_GET("text_editor/script_list/show_members_overview");
	help_overview_enabled = EDITOR_GET("text_editor/help/show_help_index");
	_update_members_overview_visibility();
	_update_help_overview_visibility();
	_update_autosave_timer();
	if (current_theme.is_empty()) {
		current_theme = EDITOR_GET("text_editor/theme/color_theme");
	} else if (current_theme != String(EDITOR_GET("text_editor/theme/color_theme"))) {
		current_theme = EDITOR_GET("text_editor/theme/color_theme");
		EditorSettings::get_singleton()->load_text_editor_theme();
	}
	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;
		}
		se->update_settings();
	}
	_update_script_colors();
	_update_script_names();
	ScriptServer::set_reload_scripts_on_save(EDITOR_GET("text_editor/behavior/files/auto_reload_and_parse_scripts_on_save"));
}
void ScriptEditor::_filesystem_changed() {