### 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
switch (p_what) {
		case NOTIFICATION_ENTER_TREE: {
			connect("main_screen_changed", callable_mp(this, &ScriptEditorPlugin::_save_last_editor));
		} break;
		case NOTIFICATION_EXIT_TREE: {
			disconnect("main_screen_changed", callable_mp(this, &ScriptEditorPlugin::_save_last_editor));
		} break;
	}
}
void ScriptEditorPlugin::edit(Object *p_object) {
	if (Object::cast_to<Script>(p_object)) {
		Script *p_script = Object::cast_to<Script>(p_object);
		String res_path = p_script->get_path().get_slice("::", 0);
		if (p_script->is_built_in() && !res_path.is_empty()) {
			if (ResourceLoader::get_resource_type(res_path) == "PackedScene") {
				if (!EditorNode::get_singleton()->is_scene_open(res_path)) {
					EditorNode::get_singleton()->load_scene(res_path);
				}
			} else {
				EditorNode::get_singleton()->load_resource(res_path);
			}
		}
		script_editor->edit(p_script);
	} else if (Object::cast_to<JSON>(p_object)) {
		script_editor->edit(Object::cast_to<JSON>(p_object));
	} else if (Object::cast_to<TextFile>(p_object)) {
		script_editor->edit(Object::cast_to<TextFile>(p_object));
	}
}
bool ScriptEditorPlugin::handles(Object *p_object) const {