### 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
apply_scripts();
	for (int i = 0; i < tab_container->get_tab_count(); i++) {
		ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(i));
		if (!se) {
			continue;
		}
		Ref<Resource> scr = se->get_edited_resource();
		if (scr->is_built_in()) {
			continue; 
		}
		if (trim_trailing_whitespace_on_save) {
			se->trim_trailing_whitespace();
		}
		se->insert_final_newline();
		if (convert_indent_on_save) {
			se->convert_indent();
		}
		Ref<TextFile> text_file = scr;
		if (text_file != nullptr) {
			se->apply_code();
			_save_text_file(text_file, text_file->get_path());
			break;
		} else {
			EditorNode::get_singleton()->save_resource(scr);
		}
		se->tag_saved_version();
	}
	disk_changed->hide();
}
void ScriptEditor::_res_saved_callback(const Ref<Resource> &p_res) {