### 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
if (restoring_layout) {
		return;
	}
	HashSet<Ref<Script>> used;
	Node *edited = EditorNode::get_singleton()->get_edited_scene();
	if (edited) {
		_find_scripts(edited, edited, used);
	}
	script_list->clear();
	bool split_script_help = EDITOR_GET("text_editor/script_list/group_help_pages");
	ScriptSortBy sort_by = (ScriptSortBy)(int)EDITOR_GET("text_editor/script_list/sort_scripts_by");
	ScriptListName display_as = (ScriptListName)(int)EDITOR_GET("text_editor/script_list/list_script_names_as");
	Vector<_ScriptEditorItemData> sedata;
	for (int i = 0; i < tab_container->get_tab_count(); i++) {
		ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(tab_container->get_tab_control(i));
		if (se) {
			Ref<Texture2D> icon = se->get_theme_icon();
			String path = se->get_edited_resource()->get_path();
			bool saved = !path.is_empty();
			if (saved) {
				
				
				se->set_meta("_edit_res_path", path);
			}
			String name = se->get_name();
			Ref<Script> scr = se->get_edited_resource();
			_ScriptEditorItemData sd;