### 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
case RenderingDevice::DeviceType::DEVICE_TYPE_VIRTUAL_GPU:
			device_type_string = "virtual";
			break;
		case RenderingDevice::DeviceType::DEVICE_TYPE_CPU:
			device_type_string = "(software emulation on CPU)";
			break;
		case RenderingDevice::DeviceType::DEVICE_TYPE_OTHER:
		case RenderingDevice::DeviceType::DEVICE_TYPE_MAX:
			break; 
	}
	const Vector<String> video_adapter_driver_info = OS::get_singleton()->get_video_adapter_driver_info();
	const String processor_name = OS::get_singleton()->get_processor_name();
	const int processor_count = OS::get_singleton()->get_processor_count();
	
	if (rendering_method == "forward_plus") {
		rendering_method = "Forward+";
	} else if (rendering_method == "mobile") {
		rendering_method = "Mobile";
	} else if (rendering_method == "gl_compatibility") {
		rendering_method = "Compatibility";
		driver_name = GLOBAL_GET("rendering/gl_compatibility/driver");
	}
	if (driver_name == "vulkan") {
		driver_name = "Vulkan";
	} else if (driver_name == "opengl3") {
		driver_name = "GLES3";
	}
	
	Vector<String> info;
	info.push_back(godot_version);