### 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
bool edit(const Ref<Resource> &p_resource, int p_line, int p_col, bool p_grab_focus = true);
	void get_breakpoints(List<String> *p_breakpoints);
	PackedStringArray get_unsaved_scripts() const;
	void save_current_script();
	void save_all_scripts();
	void set_window_layout(Ref<ConfigFile> p_layout);
	void get_window_layout(Ref<ConfigFile> p_layout);
	void set_scene_root_script(Ref<Script> p_script);
	Vector<Ref<Script>> get_open_scripts() const;
	bool script_goto_method(Ref<Script> p_script, const String &p_method);
	virtual void edited_scene_changed();
	void notify_script_close(const Ref<Script> &p_script);
	void notify_script_changed(const Ref<Script> &p_script);
	void goto_help(const String &p_desc) { _help_class_goto(p_desc); }
	void update_doc(const String &p_name);
	void clear_docs_from_script(const Ref<Script> &p_script);
	void update_docs_from_script(const Ref<Script> &p_script);
	bool can_take_away_focus() const;
	VSplitContainer *get_left_list_split() { return list_split; }
	void set_live_auto_reload_running_scripts(bool p_enabled);
	void register_syntax_highlighter(const Ref<EditorSyntaxHighlighter> &p_syntax_highlighter);
	void unregister_syntax_highlighter(const Ref<EditorSyntaxHighlighter> &p_syntax_highlighter);
	static void register_create_script_editor_function(CreateScriptEditorFunc p_func);
	ScriptEditor(WindowWrapper *p_wrapper);
	~ScriptEditor();
};
class ScriptEditorPlugin : public EditorPlugin {