### Godot version

4.0 fb10f45

### System information

Windows 10 x64

### Issue description

Behold, empty TileSet editor, with no TileMap node nor bottom button visible:
![image](https://github.com/godotengine/godot/assets/2223172/0f052770-4946-40eb-a790-a995dbe2599c)
Regression from #72277 (most likely, I didn't test)

### Steps to reproduce

1. Add some Node to your scene
2. Add a TileMap as a child
3. Select TileMap
4. Fold its parent in the scene tree
5. Restart the editor
6. The TileMap selection is restored and so is the folded node, resulting in a weird paradox

### Minimal reproduction project

N/A
int selected_shader_idx = 0;
	String selected_shader = p_layout->get_value("ShaderEditor", "selected_shader");
	for (int i = 0; i < shaders.size(); i++) {
		String path = shaders[i];
		Ref<Resource> res = ResourceLoader::load(path);
		if (res.is_valid()) {
			edit(res.ptr());
		}
		if (selected_shader == path) {
			selected_shader_idx = i;
		}
	}
	if (p_layout->has_section_key("ShaderEditor", "split_offset")) {
		main_split->set_split_offset(p_layout->get_value("ShaderEditor", "split_offset"));
	}
	_update_shader_list();
	_shader_selected(selected_shader_idx);
}
void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
	if (window_wrapper->get_window_enabled()) {
		p_layout->set_value("ShaderEditor", "window_rect", window_wrapper->get_window_rect());
		int screen = window_wrapper->get_window_screen();
		p_layout->set_value("ShaderEditor", "window_screen", screen);
		p_layout->set_value("ShaderEditor", "window_screen_rect", DisplayServer::get_singleton()->screen_get_usable_rect(screen));
	} else {
		if (p_layout->has_section_key("ShaderEditor", "window_rect")) {
			p_layout->erase_section_key("ShaderEditor", "window_rect");
		}
		if (p_layout->has_section_key("ShaderEditor", "window_screen")) {
			p_layout->erase_section_key("ShaderEditor", "window_screen");