### 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
dependency_errors.clear();
	Error err;
	Ref<Resource> res;
	if (ResourceLoader::exists(p_resource, "")) {
		res = ResourceLoader::load(p_resource, "", ResourceFormatLoader::CACHE_MODE_REUSE, &err);
	} else if (textfile_extensions.has(p_resource.get_extension())) {
		res = ScriptEditor::get_singleton()->open_file(p_resource);
	}
	ERR_FAIL_COND_V(!res.is_valid(), ERR_CANT_OPEN);
	if (!p_ignore_broken_deps && dependency_errors.has(p_resource)) {
		Vector<String> errors;
		for (const String &E : dependency_errors[p_resource]) {
			errors.push_back(E);
		}
		dependency_error->show(DependencyErrorDialog::MODE_RESOURCE, p_resource, errors);
		dependency_errors.erase(p_resource);
		return ERR_FILE_MISSING_DEPENDENCIES;
	}
	InspectorDock::get_singleton()->edit_resource(res);
	return OK;
}
void EditorNode::edit_node(Node *p_node) {
	push_item(p_node);
}
void EditorNode::edit_resource(const Ref<Resource> &p_resource) {