### 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
Ref<Shortcut> make_floating_shortcut = ED_SHORTCUT_AND_COMMAND("shader_editor/make_floating", TTR("Make Floating"));
	window_wrapper->set_wrapped_control(main_split, make_floating_shortcut);
	VBoxContainer *vb = memnew(VBoxContainer);
	HBoxContainer *menu_hb = memnew(HBoxContainer);
	vb->add_child(menu_hb);
	file_menu = memnew(MenuButton);
	file_menu->set_text(TTR("File"));
	file_menu->get_popup()->add_item(TTR("New Shader"), FILE_NEW);
	file_menu->get_popup()->add_item(TTR("New Shader Include"), FILE_NEW_INCLUDE);
	file_menu->get_popup()->add_separator();
	file_menu->get_popup()->add_item(TTR("Load Shader File"), FILE_OPEN);
	file_menu->get_popup()->add_item(TTR("Load Shader Include File"), FILE_OPEN_INCLUDE);
	file_menu->get_popup()->add_item(TTR("Save File"), FILE_SAVE);
	file_menu->get_popup()->add_item(TTR("Save File As"), FILE_SAVE_AS);
	file_menu->get_popup()->add_separator();
	file_menu->get_popup()->add_item(TTR("Open File in Inspector"), FILE_INSPECT);
	file_menu->get_popup()->add_separator();
	file_menu->get_popup()->add_item(TTR("Close File"), FILE_CLOSE);
	file_menu->get_popup()->connect("id_pressed", callable_mp(this, &ShaderEditorPlugin::_menu_item_pressed));
	menu_hb->add_child(file_menu);
	for (int i = FILE_SAVE; i < FILE_MAX; i++) {
		file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), true);
	}
	if (window_wrapper->is_window_available()) {
		Control *padding = memnew(Control);
		padding->set_h_size_flags(Control::SIZE_EXPAND_FILL);
		menu_hb->add_child(padding);
		make_floating = memnew(ScreenSelect);
		make_floating->set_flat(true);
		make_floating->set_tooltip_text(TTR("Make the shader editor floating."));