### 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
int idx = tab_container->get_current_tab();
	if (current) {
		current->clear_edit_menu();
		_save_editor_state(current);
	}
	memdelete(tselected);
	if (idx >= tab_container->get_tab_count()) {
		idx = tab_container->get_tab_count() - 1;
	}
	if (idx >= 0) {
		if (history_pos >= 0) {
			idx = tab_container->get_tab_idx_from_control(history[history_pos].control);
		}
		_go_to_tab(idx);
	} else {
		_update_selected_editor_menu();
	}
	if (script_close_queue.is_empty()) {
		_update_history_arrows();
		_update_script_names();
		_update_members_overview_visibility();
		_update_help_overview_visibility();
		_save_layout();
		_update_find_replace_bar();
	}
}
void ScriptEditor::_close_current_tab(bool p_save) {
	_close_tab(tab_container->get_current_tab(), p_save);
}
void ScriptEditor::_close_discard_current_tab(const String &p_str) {