### 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
p_breakpoints->push_back(base + ":" + itos((int)bpoints[j] + 1));
		}
	}
	
	List<String> cached_editors;
	script_editor_cache->get_sections(&cached_editors);
	for (const String &E : cached_editors) {
		if (loaded_scripts.has(E)) {
			continue;
		}
		Array breakpoints = _get_cached_breakpoints_for_script(E);
		for (int i = 0; i < breakpoints.size(); i++) {
			p_breakpoints->push_back(E + ":" + itos((int)breakpoints[i] + 1));
		}
	}
}
void ScriptEditor::_members_overview_selected(int p_idx) {
	ScriptEditorBase *se = _get_current_editor();
	if (!se) {
		return;
	}
	
	
	se->goto_line(members_overview->get_item_metadata(p_idx));
	Dictionary state = se->get_edit_state();
	state["column"] = 0;
	state["scroll_position"] = members_overview->get_item_metadata(p_idx);
	se->set_edit_state(state);
}
void ScriptEditor::_help_overview_selected(int p_idx) {