### 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_search();
}
void ScriptEditorQuickOpen::_sbox_input(const Ref<InputEvent> &p_ie) {
	Ref<InputEventKey> k = p_ie;
	if (k.is_valid() && (k->get_keycode() == Key::UP || k->get_keycode() == Key::DOWN || k->get_keycode() == Key::PAGEUP || k->get_keycode() == Key::PAGEDOWN)) {
		search_options->gui_input(k);
		search_box->accept_event();
	}
}
void ScriptEditorQuickOpen::_update_search() {
	search_options->clear();
	TreeItem *root = search_options->create_item();
	for (int i = 0; i < functions.size(); i++) {
		String file = functions[i];
		if ((search_box->get_text().is_empty() || file.findn(search_box->get_text()) != -1)) {
			TreeItem *ti = search_options->create_item(root);
			ti->set_text(0, file);
			if (root->get_first_child() == ti) {
				ti->select(0);
			}
		}
	}
	get_ok_button()->set_disabled(root->get_first_child() == nullptr);
}
void ScriptEditorQuickOpen::_confirmed() {