### 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
String source_scene = get_edited_scene()->get_scene_file_path();
			if (FileAccess::exists(source_scene + ".import")) {
				editable_info = TTR("This scene was imported, so changes to it won't be kept.\nInstantiating or inheriting it will allow you to make changes to it.\nPlease read the documentation relevant to importing scenes to better understand this workflow.");
				info_is_warning = true;
			}
		}
	} else {
		Node *selected_node = nullptr;
		if (current_obj->is_class("EditorDebuggerRemoteObject")) {
			disable_folding = true;
		} else if (current_obj->is_class("MultiNodeEdit")) {
			Node *scene = get_edited_scene();
			if (scene) {
				MultiNodeEdit *multi_node_edit = Object::cast_to<MultiNodeEdit>(current_obj);
				int node_count = multi_node_edit->get_node_count();
				if (node_count > 0) {
					List<Node *> multi_nodes;
					for (int node_index = 0; node_index < node_count; ++node_index) {
						Node *node = scene->get_node(multi_node_edit->get_node(node_index));
						if (node) {
							multi_nodes.push_back(node);
						}
					}
					if (!multi_nodes.is_empty()) {
						
						multi_nodes.sort_custom<Node::Comparator>();
						selected_node = multi_nodes.front()->get();
					}
				}
			}