### 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
FindInFiles *f = find_in_files->get_finder();
	f->set_search_text(find_in_files_dialog->get_search_text());
	f->set_match_case(find_in_files_dialog->is_match_case());
	f->set_whole_words(find_in_files_dialog->is_whole_words());
	f->set_folder(find_in_files_dialog->get_folder());
	f->set_filter(find_in_files_dialog->get_filter());
	find_in_files->set_with_replace(with_replace);
	find_in_files->set_replace_text(find_in_files_dialog->get_replace_text());
	find_in_files->start_search();
	EditorNode::get_singleton()->make_bottom_panel_item_visible(find_in_files);
}
void ScriptEditor::_on_find_in_files_modified_files(PackedStringArray paths) {
	_test_script_times_on_disk();
	_update_modified_scripts_for_external_editor();
}
void ScriptEditor::_window_changed(bool p_visible) {
	make_floating->set_visible(!p_visible);
}
void ScriptEditor::_filter_scripts_text_changed(const String &p_newtext) {