### Godot version

4.0 fb10f45

### System information

Windows 10 x64

### Issue description

Behold, empty TileSet editor, with no TileMap node nor bottom button visible:
![image](https://github.com/godotengine/godot/assets/2223172/0f052770-4946-40eb-a790-a995dbe2599c)
Regression from #72277 (most likely, I didn't test)

### Steps to reproduce

1. Add some Node to your scene
2. Add a TileMap as a child
3. Select TileMap
4. Fold its parent in the scene tree
5. Restart the editor
6. The TileMap selection is restored and so is the folded node, resulting in a weird paradox

### Minimal reproduction project

N/A
#include "debugger_editor_plugin.h"
#include "core/os/keyboard.h"
#include "editor/debugger/editor_debugger_node.h"
#include "editor/debugger/editor_debugger_server.h"
#include "editor/debugger/editor_file_server.h"
#include "editor/editor_node.h"
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
#include "editor/plugins/script_editor_plugin.h"
#include "scene/gui/menu_button.h"
DebuggerEditorPlugin::DebuggerEditorPlugin(PopupMenu *p_debug_menu) {
	EditorDebuggerServer::initialize();
	ED_SHORTCUT("debugger/step_into", TTR("Step Into"), Key::F11);
	ED_SHORTCUT("debugger/step_over", TTR("Step Over"), Key::F10);
	ED_SHORTCUT("debugger/break", TTR("Break"));
	ED_SHORTCUT("debugger/continue", TTR("Continue"), Key::F12);
	ED_SHORTCUT("debugger/debug_with_external_editor", TTR("Debug with External Editor"));
	
	file_server = memnew(EditorFileServer);
	EditorDebuggerNode *debugger = memnew(EditorDebuggerNode);
	Button *db = EditorNode::get_singleton()->add_bottom_panel_item(TTR("Debugger"), debugger);
	
	db->add_theme_constant_override("h_separation", 6 * EDSCALE);