### 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
TreeItem *ti = search_options->get_selected();
	if (!ti) {
		return;
	}
	int line = ti->get_text(0).get_slice(":", 1).to_int();
	emit_signal(SNAME("goto_line"), line - 1);
	hide();
}
void ScriptEditorQuickOpen::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE: {
			connect("confirmed", callable_mp(this, &ScriptEditorQuickOpen::_confirmed));
			search_box->set_clear_button_enabled(true);
			[[fallthrough]];
		}
		case NOTIFICATION_VISIBILITY_CHANGED: {
			search_box->set_right_icon(search_options->get_theme_icon(SNAME("Search"), SNAME("EditorIcons")));
		} break;
		case NOTIFICATION_EXIT_TREE: {
			disconnect("confirmed", callable_mp(this, &ScriptEditorQuickOpen::_confirmed));
		} break;
	}
}
void ScriptEditorQuickOpen::_bind_methods() {