### 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
Array scripts;
	Array helps;
	String selected_script;
	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) {
			String path = se->get_edited_resource()->get_path();
			if (!path.is_resource_file()) {
				continue;
			}
			if (tab_container->get_current_tab_control() == tab_container->get_tab_control(i)) {
				selected_script = path;
			}
			_save_editor_state(se);
			scripts.push_back(path);
		}
		EditorHelp *eh = Object::cast_to<EditorHelp>(tab_container->get_tab_control(i));
		if (eh) {
			helps.push_back(eh->get_class());
		}
	}
	p_layout->set_value("ScriptEditor", "open_scripts", scripts);
	p_layout->set_value("ScriptEditor", "selected_script", selected_script);
	p_layout->set_value("ScriptEditor", "open_help", helps);
	p_layout->set_value("ScriptEditor", "script_split_offset", script_split->get_split_offset());
	p_layout->set_value("ScriptEditor", "list_split_offset", list_split->get_split_offset());
	
	script_editor_cache->save(EditorPaths::get_singleton()->get_project_settings_dir().path_join("script_editor_cache.cfg"));
}
void ScriptEditor::_help_class_open(const String &p_class) {