### 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
next_tab = next_tab >= 0 ? next_tab : editor_data.get_edited_scene_count() - 1;
			_scene_tab_changed(next_tab);
		}
		if (ED_IS_SHORTCUT("editor/filter_files", p_event)) {
			FileSystemDock::get_singleton()->focus_on_filter();
		}
		if (ED_IS_SHORTCUT("editor/editor_2d", p_event)) {
			editor_select(EDITOR_2D);
		} else if (ED_IS_SHORTCUT("editor/editor_3d", p_event)) {
			editor_select(EDITOR_3D);
		} else if (ED_IS_SHORTCUT("editor/editor_script", p_event)) {
			editor_select(EDITOR_SCRIPT);
		} else if (ED_IS_SHORTCUT("editor/editor_help", p_event)) {
			emit_signal(SNAME("request_help_search"), "");
		} else if (ED_IS_SHORTCUT("editor/editor_assetlib", p_event) && AssetLibraryEditorPlugin::is_available()) {
			editor_select(EDITOR_ASSETLIB);
		} else if (ED_IS_SHORTCUT("editor/editor_next", p_event)) {
			_editor_select_next();
		} else if (ED_IS_SHORTCUT("editor/editor_prev", p_event)) {
			_editor_select_prev();
		} else if (ED_IS_SHORTCUT("editor/command_palette", p_event)) {
			_open_command_palette();
		} else {
		}
		if (old_editor != editor_plugin_screen) {
			get_tree()->get_root()->set_input_as_handled();
		}
	}
}
void EditorNode::_update_from_settings() {