### 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 = 0; i < tab_container->get_tab_count(); i++) {
		ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(i));
		if (!se) {
			continue;
		}
		if (se->get_meta("_edit_res_path") == p_removed_file) {
			
			_close_tab(i, false, false);
		}
	}
	
	if (script_editor_cache->has_section(p_removed_file)) {
		Array breakpoints = _get_cached_breakpoints_for_script(p_removed_file);
		for (int i = 0; i < breakpoints.size(); i++) {
			EditorDebuggerNode::get_singleton()->set_breakpoint(p_removed_file, (int)breakpoints[i] + 1, false);
		}
		script_editor_cache->erase_section(p_removed_file);
	}
}
void ScriptEditor::_update_find_replace_bar() {
	ScriptEditorBase *se = _get_current_editor();
	if (se) {
		se->set_find_replace_bar(find_replace_bar);
	} else {
		find_replace_bar->set_text_edit(nullptr);
		find_replace_bar->hide();
	}
}
void ScriptEditor::_autosave_scripts() {