### 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
}
		}
		for (int i = 0; i < vsplits.size(); i++) {
			bool in_use = dock_slot[i * 2 + 0]->get_tab_count() || dock_slot[i * 2 + 1]->get_tab_count();
			if (in_use) {
				vsplits[i]->show();
			} else {
				vsplits[i]->hide();
			}
		}
		bottom_panel->show();
		if (right_l_vsplit->is_visible() || right_r_vsplit->is_visible()) {
			right_hsplit->show();
		} else {
			right_hsplit->hide();
		}
	}
}
void EditorNode::_restore_floating_dock(const Dictionary &p_dock_dump, Control *p_dock, int p_slot_index) {
	WindowWrapper *wrapper = Object::cast_to<WindowWrapper>(p_dock);
	if (!wrapper) {
		_dock_make_float(p_dock, p_slot_index, false);
		wrapper = floating_docks[floating_docks.size() - 1];
	}
	wrapper->restore_window_from_saved_position(
			p_dock_dump.get("window_rect", Rect2i()),
			p_dock_dump.get("window_screen", -1),
			p_dock_dump.get("window_screen_rect", Rect2i()));
}
void EditorNode::_load_docks_from_config(Ref<ConfigFile> p_layout, const String &p_section) {