### 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
#include "editor/editor_paths.h"
#include "editor/editor_scale.h"
#include "editor/editor_script.h"
#include "editor/editor_settings.h"
#include "editor/filesystem_dock.h"
#include "editor/find_in_files.h"
#include "editor/gui/editor_file_dialog.h"
#include "editor/gui/editor_run_bar.h"
#include "editor/inspector_dock.h"
#include "editor/node_dock.h"
#include "editor/plugins/shader_editor_plugin.h"
#include "editor/plugins/text_shader_editor.h"
#include "editor/window_wrapper.h"
#include "scene/main/node.h"
#include "scene/main/window.h"
#include "scene/scene_string_names.h"
#include "script_text_editor.h"
#include "servers/display_server.h"
#include "text_editor.h"
String EditorSyntaxHighlighter::_get_name() const {
	String ret = "Unnamed";
	GDVIRTUAL_CALL(_get_name, ret);
	return ret;
}
PackedStringArray EditorSyntaxHighlighter::_get_supported_languages() const {
	PackedStringArray ret;
	GDVIRTUAL_CALL(_get_supported_languages, ret);
	return ret;
}
Ref<EditorSyntaxHighlighter> EditorSyntaxHighlighter::_create() const {