### 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 j = 0; j < sedata.size(); j++) {
			if (sedata[j].name.ends_with("(*)")) {
				sedata.write[j].name = disambiguated_script_names[j] + "(*)";
			} else {
				sedata.write[j].name = disambiguated_script_names[j];
			}
		}
		EditorHelp *eh = Object::cast_to<EditorHelp>(tab_container->get_tab_control(i));
		if (eh) {
			String name = eh->get_class();
			Ref<Texture2D> icon = get_theme_icon(SNAME("Help"), SNAME("EditorIcons"));
			String tooltip = vformat(TTR("%s Class Reference"), name);
			_ScriptEditorItemData sd;
			sd.icon = icon;
			sd.name = name;
			sd.sort_key = name.to_lower();
			sd.tooltip = tooltip;
			sd.index = i;
			sd.used = false;
			sd.category = split_script_help ? 1 : 0;
			sd.ref = eh;
			sedata.push_back(sd);
		}
	}
	if (_sort_list_on_update && !sedata.is_empty()) {
		sedata.sort();
		
		int cur_tab = tab_container->get_current_tab();
		int prev_tab = tab_container->get_previous_tab();
		int new_cur_tab = -1;