### 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
scr->reload(true);
			}
			Ref<JSON> json = edited_res;
			if (json != nullptr) {
				Ref<JSON> rel_json = ResourceLoader::load(json->get_path(), json->get_class(), ResourceFormatLoader::CACHE_MODE_IGNORE);
				ERR_CONTINUE(!rel_json.is_valid());
				json->parse(rel_json->get_parsed_text(), true);
				json->set_last_modified_time(rel_json->get_last_modified_time());
			}
			Ref<TextFile> text_file = edited_res;
			if (text_file.is_valid()) {
				text_file->reload_from_file();
			}
		}
		se->reload_text();
	}
	disk_changed->hide();
	_update_script_names();
}
void ScriptEditor::open_script_create_dialog(const String &p_base_name, const String &p_base_path) {
	_menu_option(FILE_NEW);
	script_create_dialog->config(p_base_name, p_base_path);
}
void ScriptEditor::open_text_file_create_dialog(const String &p_base_path, const String &p_base_name) {
	_menu_option(FILE_NEW_TEXTFILE);
	file_dialog->set_current_dir(p_base_path);
	file_dialog->set_current_file(p_base_name);
	open_textfile_after_create = false;
}
Ref<Resource> ScriptEditor::open_file(const String &p_file) {