### 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
_update_modified_scripts_for_external_editor();
}
void ScriptEditor::notify_script_close(const Ref<Script> &p_script) {
	emit_signal(SNAME("script_close"), p_script);
}
void ScriptEditor::notify_script_changed(const Ref<Script> &p_script) {
	emit_signal(SNAME("editor_script_changed"), p_script);
}
void ScriptEditor::get_breakpoints(List<String> *p_breakpoints) {
	HashSet<String> loaded_scripts;
	for (int i = 0; i < tab_container->get_tab_count(); i++) {
		ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(i));
		if (!se) {
			continue;
		}
		Ref<Script> scr = se->get_edited_resource();
		if (scr == nullptr) {
			continue;
		}
		String base = scr->get_path();
		loaded_scripts.insert(base);
		if (base.begins_with("local://") || base.is_empty()) {
			continue;
		}
		PackedInt32Array bpoints = se->get_breakpoints();
		for (int j = 0; j < bpoints.size(); j++) {