### 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
audio_value_preview_box->add_child(audioprev_hbc);
	audio_value_preview_label = memnew(Label);
	audio_value_preview_label->set_v_size_flags(SIZE_EXPAND_FILL);
	audio_value_preview_label->set_h_size_flags(SIZE_EXPAND_FILL);
	audio_value_preview_label->set_mouse_filter(MOUSE_FILTER_PASS);
	audioprev_hbc->add_child(audio_value_preview_label);
	preview_timer = memnew(Timer);
	preview_timer->set_wait_time(0.8f);
	preview_timer->set_one_shot(true);
	add_child(preview_timer);
	slider->connect("value_changed", callable_mp(this, &EditorAudioBus::_volume_changed));
	slider->connect("value_changed", callable_mp(this, &EditorAudioBus::_show_value));
	preview_timer->connect("timeout", callable_mp(this, &EditorAudioBus::_hide_value_preview));
	hb->add_child(slider);
	cc = 0;
	for (int i = 0; i < CHANNELS_MAX; i++) {
		channel[i].vu_l = memnew(TextureProgressBar);
		channel[i].vu_l->set_fill_mode(TextureProgressBar::FILL_BOTTOM_TO_TOP);
		hb->add_child(channel[i].vu_l);
		channel[i].vu_l->set_min(-80);
		channel[i].vu_l->set_max(24);
		channel[i].vu_l->set_step(0.1);
		channel[i].vu_r = memnew(TextureProgressBar);
		channel[i].vu_r->set_fill_mode(TextureProgressBar::FILL_BOTTOM_TO_TOP);
		hb->add_child(channel[i].vu_r);
		channel[i].vu_r->set_min(-80);
		channel[i].vu_r->set_max(24);
		channel[i].vu_r->set_step(0.1);
		channel[i].peak_l = 0.0f;
		channel[i].peak_r = 0.0f;