### 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
if (script_list->get_item_count() > 0) {
			new_index = script_list->get_item_metadata(script_list->get_item_at_position(p_point));
		}
		int num_tabs_before = tab_container->get_tab_count();
		for (int i = 0; i < files.size(); i++) {
			String file = files[i];
			if (file.is_empty() || !FileAccess::exists(file)) {
				continue;
			}
			if (!ResourceLoader::exists(file, "Script") && !ResourceLoader::exists(file, "JSON") && !textfile_extensions.has(file.get_extension())) {
				continue;
			}
			Ref<Resource> res = open_file(file);
			if (res.is_valid()) {
				const int num_tabs = tab_container->get_tab_count();
				if (num_tabs > num_tabs_before) {
					tab_container->move_child(tab_container->get_tab_control(tab_container->get_tab_count() - 1), new_index);
					num_tabs_before = num_tabs;
				} else if (num_tabs > 0) { 
					tab_container->move_child(tab_container->get_tab_control(tab_container->get_current_tab()), new_index);
				}
			}
		}
		if (tab_container->get_tab_count() > 0) {
			tab_container->set_current_tab(new_index);
		}
		_update_script_names();
	}
}
void ScriptEditor::input(const Ref<InputEvent> &p_event) {