### 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
struct Cache {
		uint64_t time_loaded = 0;
		Ref<Resource> cache;
	};
	HashMap<String, Cache> cached;
public:
	uint64_t max_time_cache = 5 * 60 * 1000; 
	uint32_t max_cache_size = 128;
	void cleanup() {
		List<String> to_clean;
		HashMap<String, Cache>::Iterator I = cached.begin();
		while (I) {
			if ((OS::get_singleton()->get_ticks_msec() - I->value.time_loaded) > max_time_cache) {
				to_clean.push_back(I->key);
			}
			++I;
		}
		while (to_clean.front()) {
			cached.erase(to_clean.front()->get());
			to_clean.pop_front();
		}
	}
	virtual Ref<Resource> get_cached_resource(const String &p_path) {