### 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
GDCLASS(ScriptEditorPlugin, EditorPlugin);
	ScriptEditor *script_editor = nullptr;
	WindowWrapper *window_wrapper = nullptr;
	String last_editor;
	void _focus_another_editor();
	void _save_last_editor(String p_editor);
	void _window_visibility_changed(bool p_visible);
protected:
	void _notification(int p_what);
public:
	virtual String get_name() const override { return "Script"; }
	bool has_main_screen() const override { return true; }
	virtual void edit(Object *p_object) override;
	virtual bool handles(Object *p_object) const override;
	virtual void make_visible(bool p_visible) override;
	virtual void selected_notify() override;
	virtual String get_unsaved_status(const String &p_for_scene) const override;
	virtual void save_external_data() override;
	virtual void apply_changes() override;
	virtual void set_window_layout(Ref<ConfigFile> p_layout) override;
	virtual void get_window_layout(Ref<ConfigFile> p_layout) override;
	virtual void get_breakpoints(List<String> *p_breakpoints) override;
	virtual void edited_scene_changed() override;
	ScriptEditorPlugin();
	~ScriptEditorPlugin();
};
#endif