### 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 new_prev_tab = -1;
		for (int i = 0; i < sedata.size(); i++) {
			tab_container->move_child(sedata[i].ref, i);
			if (new_prev_tab == -1 && sedata[i].index == prev_tab) {
				new_prev_tab = i;
			}
			if (new_cur_tab == -1 && sedata[i].index == cur_tab) {
				new_cur_tab = i;
			}
			
			_ScriptEditorItemData sd = sedata[i];
			sd.index = i;
			sedata.set(i, sd);
		}
		_go_to_tab(new_prev_tab);
		_go_to_tab(new_cur_tab);
		_sort_list_on_update = false;
	}
	Vector<_ScriptEditorItemData> sedata_filtered;
	for (int i = 0; i < sedata.size(); i++) {
		String filter = filter_scripts->get_text();
		if (filter.is_empty() || filter.is_subsequence_ofn(sedata[i].name)) {
			sedata_filtered.push_back(sedata[i]);
		}
	}
	Color tool_color = get_theme_color(SNAME("accent_color"), SNAME("Editor"));
	tool_color.set_s(tool_color.get_s() * 1.5);
	for (int i = 0; i < sedata_filtered.size(); i++) {
		script_list->add_item(sedata_filtered[i].name, sedata_filtered[i].icon);
		if (sedata_filtered[i].tool) {