### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Compatibility) - Mesa Intel(R) HD Graphics 520 (SKL GT2) () - Intel(R) Core(TM) i7-6500U CPU @ 2.50GHz (4 Threads)

### Issue description

After right clicking in thet "Filter Nodes" menu in the scene tree dock, the sub-menu is populated with a "Search" icon.

If I later switch themes in the same session, this icon is never updated to match the new theme.

![image](https://github.com/godotengine/godot/assets/660911/14336bb3-12ca-48c8-b030-8ada6ac27ec6)


### Steps to reproduce

1. Right click in the "Filter Nodes" menu in scene tree dock
2. Switch themes
3. Right click again in the "Filter Nodes" menu

Expected result: Icon has updated to match the theme I am currently using
Actual result: Icon is still using the theme I launched Godot with

### Minimal reproduction project

N/A
Node *selected = scene_tree->get_selected();
			if (!selected && !editor_selection->get_selected_node_list().is_empty()) {
				selected = editor_selection->get_selected_node_list().front()->get();
			}
			if (selected) {
				create_dialog->popup_create(false, true, selected->get_class(), selected->get_name());
			}
		} break;
		case TOOL_EXTEND_SCRIPT: {
			attach_script_to_selected(true);
		} break;
		case TOOL_ATTACH_SCRIPT: {
			attach_script_to_selected(false);
		} break;
		case TOOL_DETACH_SCRIPT: {
			if (!profile_allow_script_editing) {
				break;
			}
			Array selection = editor_selection->get_selected_nodes();
			if (selection.is_empty()) {
				return;
			}
			EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
			undo_redo->create_action(TTR("Detach Script"), UndoRedo::MERGE_DISABLE, EditorNode::get_singleton()->get_edited_scene());
			undo_redo->add_do_method(EditorNode::get_singleton(), "push_item", (Script *)nullptr);
			for (int i = 0; i < selection.size(); i++) {
				Node *n = Object::cast_to<Node>(selection[i]);
				Ref<Script> existing = n->get_script();
				Ref<Script> empty = EditorNode::get_singleton()->get_object_custom_type_base(n);
				if (existing != empty) {