### 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
Node *current = tab_container->get_tab_control(tab_container->get_current_tab());
	EditorHelp *se = Object::cast_to<EditorHelp>(current);
	if (!se) {
		return;
	}
	se->scroll_to_section(help_overview->get_item_metadata(p_idx));
}
void ScriptEditor::_script_selected(int p_idx) {
	grab_focus_block = !Input::get_singleton()->is_mouse_button_pressed(MouseButton::LEFT); 
	_go_to_tab(script_list->get_item_metadata(p_idx));
	grab_focus_block = false;
}
void ScriptEditor::ensure_select_current() {
	if (tab_container->get_tab_count() && tab_container->get_current_tab() >= 0) {
		ScriptEditorBase *se = _get_current_editor();
		if (se) {
			se->enable_editor(this);
			if (!grab_focus_block && is_visible_in_tree()) {
				se->ensure_focus();
			}
		}
	}
	_update_find_replace_bar();
	_update_selected_editor_menu();
}
void ScriptEditor::_find_scripts(Node *p_base, Node *p_current, HashSet<Ref<Script>> &used) {