### 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
ConfirmationDialog *disk_changed = nullptr;
	bool restoring_layout;
	String _get_debug_tooltip(const String &p_text, Node *_se);
	void _resave_scripts(const String &p_str);
	bool _test_script_times_on_disk(Ref<Resource> p_for_script = Ref<Resource>());
	void _add_recent_script(String p_path);
	void _update_recent_scripts();
	void _open_recent_script(int p_idx);
	void _show_error_dialog(String p_path);
	void _close_tab(int p_idx, bool p_save = true, bool p_history_back = true);
	void _update_find_replace_bar();
	void _close_current_tab(bool p_save = true);
	void _close_discard_current_tab(const String &p_str);
	void _close_docs_tab();
	void _close_other_tabs();
	void _close_all_tabs();
	void _queue_close_tabs();
	void _copy_script_path();
	void _ask_close_current_unsaved_tab(ScriptEditorBase *current);
	bool grab_focus_block;
	bool pending_auto_reload;
	bool auto_reload_running_scripts;
	void _trigger_live_script_reload();
	void _live_auto_reload_running_scripts();
	void _update_selected_editor_menu();
	EditorScriptCodeCompletionCache *completion_cache = nullptr;
	void _editor_stop();
	int edit_pass;
	void _add_callback(Object *p_obj, const String &p_function, const PackedStringArray &p_args);
	void _res_saved_callback(const Ref<Resource> &p_res);