### 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
EditorNode::get_singleton()->push_item(p_script.operator->());
}
void ScriptEditor::_goto_script_line2(int p_line) {
	ScriptEditorBase *current = _get_current_editor();
	if (current) {
		current->goto_line(p_line);
	}
}
void ScriptEditor::_goto_script_line(Ref<RefCounted> p_script, int p_line) {
	Ref<Script> scr = Object::cast_to<Script>(*p_script);
	if (scr.is_valid() && (scr->has_source_code() || scr->get_path().is_resource_file())) {
		if (edit(p_script, p_line, 0)) {
			EditorNode::get_singleton()->push_item(p_script.ptr());
			ScriptEditorBase *current = _get_current_editor();
			if (ScriptTextEditor *script_text_editor = Object::cast_to<ScriptTextEditor>(current)) {
				script_text_editor->goto_line_centered(p_line);
			} else if (current) {
				current->goto_line(p_line, true);
			}
			_save_history();
		}
	}
}
void ScriptEditor::_set_execution(Ref<RefCounted> p_script, int p_line) {