### 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
p_layout->set_value(p_section, config_key, names);
		}
		int selected_tab_idx = dock_slot[i]->get_current_tab();
		if (selected_tab_idx >= 0) {
			p_layout->set_value(p_section, "dock_" + itos(i + 1) + "_selected_tab_idx", selected_tab_idx);
		}
	}
	Dictionary floating_docks_dump;
	for (WindowWrapper *wrapper : floating_docks) {
		Control *dock = wrapper->get_wrapped_control();
		Dictionary dock_dump;
		dock_dump["window_rect"] = wrapper->get_window_rect();
		int screen = wrapper->get_window_screen();
		dock_dump["window_screen"] = wrapper->get_window_screen();
		dock_dump["window_screen_rect"] = DisplayServer::get_singleton()->screen_get_usable_rect(screen);
		String name = dock->get_name();
		floating_docks_dump[name] = dock_dump;
		int dock_slot_id = wrapper->get_meta("dock_slot");
		String config_key = "dock_" + itos(dock_slot_id + 1);
		String names = p_layout->get_value(p_section, config_key, "");
		if (names.is_empty()) {
			names = name;
		} else {
			names += "," + name;
		}
		p_layout->set_value(p_section, config_key, names);
	}
	p_layout->set_value(p_section, "dock_floating", floating_docks_dump);
	for (int i = 0; i < vsplits.size(); i++) {
		if (vsplits[i]->is_visible_in_tree()) {