### 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
EditorPlugin::AfterGUIInput after = EditorPlugin::AFTER_GUI_INPUT_PASS;
	for (int i = 0; i < plugins_list.size(); i++) {
		if ((!serve_when_force_input_enabled) && plugins_list[i]->is_input_event_forwarding_always_enabled()) {
			continue;
		}
		EditorPlugin::AfterGUIInput current_after = plugins_list[i]->forward_3d_gui_input(p_camera, p_event);
		if (current_after == EditorPlugin::AFTER_GUI_INPUT_STOP) {
			after = EditorPlugin::AFTER_GUI_INPUT_STOP;
		}
		if (after != EditorPlugin::AFTER_GUI_INPUT_STOP && current_after == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
			after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
		}
	}
	return after;
}
void EditorPluginList::forward_canvas_draw_over_viewport(Control *p_overlay) {
	for (int i = 0; i < plugins_list.size(); i++) {
		plugins_list[i]->forward_canvas_draw_over_viewport(p_overlay);
	}
}
void EditorPluginList::forward_canvas_force_draw_over_viewport(Control *p_overlay) {
	for (int i = 0; i < plugins_list.size(); i++) {
		plugins_list[i]->forward_canvas_force_draw_over_viewport(p_overlay);
	}
}
void EditorPluginList::forward_3d_draw_over_viewport(Control *p_overlay) {