### 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
int selected = tab_container->get_current_tab();
	if (selected < 0 || selected >= tab_container->get_tab_count()) {
		return nullptr;
	}
	return Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(selected));
}
void ScriptEditor::_update_history_arrows() {
	script_back->set_disabled(history_pos <= 0);
	script_forward->set_disabled(history_pos >= history.size() - 1);
}
void ScriptEditor::_save_history() {
	if (history_pos >= 0 && history_pos < history.size() && history[history_pos].control == tab_container->get_current_tab_control()) {
		Node *n = tab_container->get_current_tab_control();
		if (Object::cast_to<ScriptEditorBase>(n)) {
			history.write[history_pos].state = Object::cast_to<ScriptEditorBase>(n)->get_navigation_state();
		}
		if (Object::cast_to<EditorHelp>(n)) {
			history.write[history_pos].state = Object::cast_to<EditorHelp>(n)->get_scroll();
		}
	}
	history.resize(history_pos + 1);
	ScriptHistory sh;
	sh.control = tab_container->get_current_tab_control();
	sh.state = Variant();
	history.push_back(sh);
	history_pos++;
	_update_history_arrows();
}
void ScriptEditor::_go_to_tab(int p_idx) {