### 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
int file_dialog_option;
	void _file_dialog_action(String p_file);
	Ref<Script> _get_current_script();
	TypedArray<Script> _get_open_scripts() const;
	HashSet<String> textfile_extensions;
	Ref<TextFile> _load_text_file(const String &p_path, Error *r_error) const;
	Error _save_text_file(Ref<TextFile> p_text_file, const String &p_path);
	void _on_find_in_files_requested(String text);
	void _on_replace_in_files_requested(String text);
	void _on_find_in_files_result_selected(String fpath, int line_number, int begin, int end);
	void _start_find_in_files(bool with_replace);
	void _on_find_in_files_modified_files(PackedStringArray paths);
	void _window_changed(bool p_visible);
	static void _open_script_request(const String &p_path);
	void _close_builtin_scripts_from_scene(const String &p_scene);
	static ScriptEditor *script_editor;
protected:
	void _notification(int p_what);
	static void _bind_methods();
public:
	static ScriptEditor *get_singleton() { return script_editor; }
	bool toggle_scripts_panel();
	bool is_scripts_panel_toggled();
	void apply_scripts() const;
	void reload_scripts(bool p_refresh_only = false);
	void open_script_create_dialog(const String &p_base_name, const String &p_base_path);
	void open_text_file_create_dialog(const String &p_base_path, const String &p_base_name = "");
	Ref<Resource> open_file(const String &p_file);
	void ensure_select_current();
	_FORCE_INLINE_ bool edit(const Ref<Resource> &p_resource, bool p_grab_focus = true) { return edit(p_resource, -1, 0, p_grab_focus); }