### 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
_find_and_save_edited_subresources(scene, processed, flags);
	for (int i = 0; i < scene->get_child_count(); i++) {
		Node *n = scene->get_child(i);
		if (n->get_owner() != editor_data.get_edited_scene_root()) {
			continue;
		}
		_save_edited_subresources(n, processed, flags);
	}
}
void EditorNode::_find_node_types(Node *p_node, int &count_2d, int &count_3d) {
	if (p_node->is_class("Viewport") || (p_node != editor_data.get_edited_scene_root() && p_node->get_owner() != editor_data.get_edited_scene_root())) {
		return;
	}
	if (p_node->is_class("CanvasItem")) {
		count_2d++;
	} else if (p_node->is_class("Node3D")) {
		count_3d++;
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		_find_node_types(p_node->get_child(i), count_2d, count_3d);
	}
}
void EditorNode::_save_scene_with_preview(String p_file, int p_idx) {