### 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
ClassDB::bind_method(D_METHOD("_animation_new"), &AnimationPlayerEditor::_animation_new);
	ClassDB::bind_method(D_METHOD("_animation_rename"), &AnimationPlayerEditor::_animation_rename);
	ClassDB::bind_method(D_METHOD("_animation_remove"), &AnimationPlayerEditor::_animation_remove);
	ClassDB::bind_method(D_METHOD("_animation_blend"), &AnimationPlayerEditor::_animation_blend);
	ClassDB::bind_method(D_METHOD("_animation_edit"), &AnimationPlayerEditor::_animation_edit);
	ClassDB::bind_method(D_METHOD("_animation_resource_edit"), &AnimationPlayerEditor::_animation_resource_edit);
	ClassDB::bind_method(D_METHOD("_animation_player_changed"), &AnimationPlayerEditor::_animation_player_changed);
	ClassDB::bind_method(D_METHOD("_animation_libraries_updated"), &AnimationPlayerEditor::_animation_libraries_updated);
	ClassDB::bind_method(D_METHOD("_list_changed"), &AnimationPlayerEditor::_list_changed);
	ClassDB::bind_method(D_METHOD("_animation_duplicate"), &AnimationPlayerEditor::_animation_duplicate);
	ClassDB::bind_method(D_METHOD("_prepare_onion_layers_1"), &AnimationPlayerEditor::_prepare_onion_layers_1);
	ClassDB::bind_method(D_METHOD("_prepare_onion_layers_2"), &AnimationPlayerEditor::_prepare_onion_layers_2);
	ClassDB::bind_method(D_METHOD("_start_onion_skinning"), &AnimationPlayerEditor::_start_onion_skinning);
	ClassDB::bind_method(D_METHOD("_stop_onion_skinning"), &AnimationPlayerEditor::_stop_onion_skinning);
	ADD_SIGNAL(MethodInfo("animation_selected", PropertyInfo(Variant::STRING, "name")));
}
AnimationPlayerEditor *AnimationPlayerEditor::singleton = nullptr;
AnimationPlayer *AnimationPlayerEditor::get_player() const {