### 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
ERR_FAIL_COND_V_MSG(p_class.is_empty(), nullptr, "Class name cannot be empty.");
	EditorData &ed = EditorNode::get_editor_data();
	
	if (p_script.is_valid()) {
		Ref<Texture2D> script_icon = ed.get_script_icon(p_script);
		if (script_icon.is_valid()) {
			return script_icon;
		}
		if (p_fallback_script_to_theme) {
			
			
			String base_type;
			p_script->get_language()->get_global_class_name(p_script->get_path(), &base_type);
			if (gui_base && gui_base->has_theme_icon(base_type, SNAME("EditorIcons"))) {
				return gui_base->get_theme_icon(base_type, SNAME("EditorIcons"));
			}
		}
	}
	
	
	
	Ref<Texture2D> ext_icon = ed.extension_class_get_icon(p_class);
	if (ext_icon.is_valid()) {
		return ext_icon;
	}
	
	
	const EditorData::CustomType *ctype = ed.get_custom_type_by_name(p_class);
	if (ctype && ctype->icon.is_valid()) {
		return ctype->icon;