### 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
}
		InspectorDock::get_inspector_singleton()->edit(current_obj);
		NodeDock::get_singleton()->set_node(nullptr);
		SceneTreeDock::get_singleton()->set_selected(selected_node);
		InspectorDock::get_singleton()->update(nullptr);
	}
	if (current_obj == prev_inspected_object) {
		
		InspectorDock::get_inspector_singleton()->update_tree();
	}
	InspectorDock::get_singleton()->set_info(
			info_is_warning ? TTR("Changes may be lost!") : TTR("This object is read-only."),
			editable_info,
			info_is_warning);
	if (InspectorDock::get_inspector_singleton()->is_using_folding() == disable_folding) {
		InspectorDock::get_inspector_singleton()->set_use_folding(!disable_folding);
	}
	Object *editor_owner = is_node ? (Object *)SceneTreeDock::get_singleton() : is_resource ? (Object *)InspectorDock::get_inspector_singleton()
																							: (Object *)this;
	
	if (!inspector_only) {
		EditorPlugin *main_plugin = editor_data.get_editor(current_obj);
		int plugin_index = 0;
		for (; plugin_index < editor_table.size(); plugin_index++) {
			if (editor_table[plugin_index] == main_plugin) {
				if (!main_editor_buttons[plugin_index]->is_visible()) {
					main_plugin = nullptr; 
				}
				break;
			}