### 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
dock_select->queue_redraw();
			dock_select_rect_over_idx = nrect;
		}
		if (nrect == -1) {
			return;
		}
		Ref<InputEventMouseButton> mb = me;
		if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && mb->is_pressed() && dock_popup_selected_idx != nrect) {
			Control *dock = dock_slot[dock_popup_selected_idx]->get_current_tab_control();
			if (dock) {
				dock_slot[dock_popup_selected_idx]->remove_child(dock);
			}
			if (dock_slot[dock_popup_selected_idx]->get_tab_count() == 0) {
				dock_slot[dock_popup_selected_idx]->hide();
			} else {
				dock_slot[dock_popup_selected_idx]->set_current_tab(0);
			}
			dock_slot[nrect]->add_child(dock);
			dock_popup_selected_idx = nrect;
			dock_slot[nrect]->set_current_tab(dock_slot[nrect]->get_tab_count() - 1);
			dock_slot[nrect]->set_tab_title(dock_slot[nrect]->get_tab_count() - 1, TTRGET(dock->get_name()));
			dock_slot[nrect]->show();
			dock_select->queue_redraw();
			_update_dock_containers();
			_edit_current();
			_save_editor_layout();
		}
	}
}
void EditorNode::_dock_popup_exit() {