### Godot version

4.0 fb10f45

### System information

Windows 10 x64

### Issue description

Behold, empty TileSet editor, with no TileMap node nor bottom button visible:
![image](https://github.com/godotengine/godot/assets/2223172/0f052770-4946-40eb-a790-a995dbe2599c)
Regression from #72277 (most likely, I didn't test)

### Steps to reproduce

1. Add some Node to your scene
2. Add a TileMap as a child
3. Select TileMap
4. Fold its parent in the scene tree
5. Restart the editor
6. The TileMap selection is restored and so is the folded node, resulting in a weird paradox

### Minimal reproduction project

N/A
HashSet<FileDialog *> file_dialogs;
	HashSet<EditorFileDialog *> editor_file_dialogs;
	Vector<Ref<EditorResourceConversionPlugin>> resource_conversion_plugins;
	PrintHandlerList print_handler;
	HashMap<String, Ref<Texture2D>> icon_type_cache;
	static EditorBuildCallback build_callbacks[MAX_BUILD_CALLBACKS];
	static EditorPluginInitializeCallback plugin_init_callbacks[MAX_INIT_CALLBACKS];
	static int build_callback_count;
	static int plugin_init_callback_count;
	static Vector<EditorNodeInitCallback> _init_callbacks;
	String _get_system_info() const;
	static void _dependency_error_report(const String &p_path, const String &p_dep, const String &p_type) {
		DEV_ASSERT(Thread::get_caller_id() == Thread::get_main_id());
		if (!singleton->dependency_errors.has(p_path)) {
			singleton->dependency_errors[p_path] = HashSet<String>();
		}
		singleton->dependency_errors[p_path].insert(p_dep + "::" + p_type);
	}
	static Ref<Texture2D> _file_dialog_get_icon(const String &p_path);
	static void _file_dialog_register(FileDialog *p_dialog);
	static void _file_dialog_unregister(FileDialog *p_dialog);
	static void _editor_file_dialog_register(EditorFileDialog *p_dialog);
	static void _editor_file_dialog_unregister(EditorFileDialog *p_dialog);
	static void _file_access_close_error_notify(const String &p_str);
	static void _file_access_close_error_notify_impl(const String &p_str);
	static void _print_handler(void *p_this, const String &p_string, bool p_error, bool p_rich);
	static void _print_handler_impl(const String &p_string, bool p_error, bool p_rich);
	static void _resource_saved(Ref<Resource> p_resource, const String &p_path);
	static void _resource_loaded(Ref<Resource> p_resource, const String &p_path);
	void _build_icon_type_cache();