### 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
}
	if (editor_plugin_screen) {
		editor_plugin_screen->make_visible(false);
	}
	editor_plugin_screen = new_editor;
	editor_plugin_screen->make_visible(true);
	editor_plugin_screen->selected_notify();
	int plugin_count = editor_data.get_editor_plugin_count();
	for (int i = 0; i < plugin_count; i++) {
		editor_data.get_editor_plugin(i)->notify_main_screen_changed(editor_plugin_screen->get_name());
	}
	if (EDITOR_GET("interface/editor/separate_distraction_mode")) {
		if (p_which == EDITOR_SCRIPT) {
			set_distraction_free_mode(script_distraction_free);
		} else {
			set_distraction_free_mode(scene_distraction_free);
		}
	}
}
void EditorNode::select_editor_by_name(const String &p_name) {
	ERR_FAIL_COND(p_name.is_empty());
	for (int i = 0; i < main_editor_buttons.size(); i++) {
		if (main_editor_buttons[i]->get_text() == p_name) {
			editor_select(i);
			return;
		}
	}
	ERR_FAIL_MSG("The editor name '" + p_name + "' was not found.");
}
void EditorNode::add_editor_plugin(EditorPlugin *p_editor, bool p_config_changed) {