### 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
}
	Node *cur_node = tab_container->get_tab_control(tab_container->get_current_tab());
	HBoxContainer *drag_preview = memnew(HBoxContainer);
	String preview_name = "";
	Ref<Texture2D> preview_icon;
	ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(cur_node);
	if (se) {
		preview_name = se->get_name();
		preview_icon = se->get_theme_icon();
	}
	EditorHelp *eh = Object::cast_to<EditorHelp>(cur_node);
	if (eh) {
		preview_name = eh->get_class();
		preview_icon = get_theme_icon(SNAME("Help"), SNAME("EditorIcons"));
	}
	if (!preview_icon.is_null()) {
		TextureRect *tf = memnew(TextureRect);
		tf->set_texture(preview_icon);
		tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
		drag_preview->add_child(tf);
	}
	Label *label = memnew(Label(preview_name));
	drag_preview->add_child(label);
	set_drag_preview(drag_preview);
	Dictionary drag_data;
	drag_data["type"] = "script_list_element"; 
	drag_data["script_list_element"] = cur_node;
	return drag_data;
}
bool ScriptEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {