### 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
Dictionary floating_docks_dump = p_layout->get_value(p_section, "dock_floating", Dictionary());
	bool restore_window_on_load = EDITOR_GET("interface/multi_window/restore_windows_on_load");
	for (int i = 0; i < DOCK_SLOT_MAX; i++) {
		if (!p_layout->has_section_key(p_section, "dock_" + itos(i + 1))) {
			continue;
		}
		Vector<String> names = String(p_layout->get_value(p_section, "dock_" + itos(i + 1))).split(",");
		for (int j = names.size() - 1; j >= 0; j--) {
			String name = names[j];
			
			int atidx = -1;
			Control *node = nullptr;
			for (int k = 0; k < DOCK_SLOT_MAX; k++) {
				if (!dock_slot[k]->has_node(name)) {
					continue;
				}
				node = Object::cast_to<Control>(dock_slot[k]->get_node(name));
				if (!node) {
					continue;
				}
				atidx = k;
				break;