### 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
tab_preview_panel->hide();
}
void EditorNode::_scene_tab_input(const Ref<InputEvent> &p_input) {
	int tab_id = scene_tabs->get_hovered_tab();
	Ref<InputEventMouseButton> mb = p_input;
	if (mb.is_valid()) {
		if (tab_id >= 0) {
			if (mb->get_button_index() == MouseButton::MIDDLE && mb->is_pressed()) {
				_scene_tab_closed(tab_id);
			}
		} else if (mb->get_button_index() == MouseButton::LEFT && mb->is_double_click()) {
			int tab_buttons = 0;
			if (scene_tabs->get_offset_buttons_visible()) {
				tab_buttons = theme->get_icon(SNAME("increment"), SNAME("TabBar"))->get_width() + theme->get_icon(SNAME("decrement"), SNAME("TabBar"))->get_width();
			}
			if ((gui_base->is_layout_rtl() && mb->get_position().x > tab_buttons) || (!gui_base->is_layout_rtl() && mb->get_position().x < scene_tabs->get_size().width - tab_buttons)) {
				_menu_option_confirm(FILE_NEW_SCENE, true);
			}
		}
		if (mb->get_button_index() == MouseButton::RIGHT && mb->is_pressed()) {
			
			scene_tabs_context_menu->clear();
			scene_tabs_context_menu->reset_size();
			scene_tabs_context_menu->add_shortcut(ED_GET_SHORTCUT("editor/new_scene"), FILE_NEW_SCENE);
			if (tab_id >= 0) {
				scene_tabs_context_menu->add_shortcut(ED_GET_SHORTCUT("editor/save_scene"), FILE_SAVE_SCENE);
				scene_tabs_context_menu->add_shortcut(ED_GET_SHORTCUT("editor/save_scene_as"), FILE_SAVE_AS_SCENE);
			}