### 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
ERR_FAIL_COND(p_script.is_null());
	Vector<DocData::ClassDoc> documentations = p_script->get_documentation();
	for (int j = 0; j < documentations.size(); j++) {
		const DocData::ClassDoc &doc = documentations.get(j);
		if (EditorHelp::get_doc_data()->has_doc(doc.name)) {
			EditorHelp::get_doc_data()->remove_doc(doc.name);
		}
	}
}
void ScriptEditor::update_docs_from_script(const Ref<Script> &p_script) {
	ERR_FAIL_COND(p_script.is_null());
	Vector<DocData::ClassDoc> documentations = p_script->get_documentation();
	for (int j = 0; j < documentations.size(); j++) {
		const DocData::ClassDoc &doc = documentations.get(j);
		EditorHelp::get_doc_data()->add_doc(doc);
		update_doc(doc.name);
	}
}
void ScriptEditor::_update_selected_editor_menu() {
	for (int i = 0; i < tab_container->get_tab_count(); i++) {
		bool current = tab_container->get_current_tab() == i;