### 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
bool _sort_list_on_update;
	void _members_overview_selected(int p_idx);
	void _script_selected(int p_idx);
	void _update_help_overview_visibility();
	void _update_help_overview();
	void _help_overview_selected(int p_idx);
	void _find_scripts(Node *p_base, Node *p_current, HashSet<Ref<Script>> &used);
	void _tree_changed();
	void _split_dragged(float);
	Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
	bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
	void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
	virtual void input(const Ref<InputEvent> &p_event) override;
	virtual void shortcut_input(const Ref<InputEvent> &p_event) override;
	void _script_list_clicked(int p_item, Vector2 p_local_mouse_pos, MouseButton p_mouse_button_index);
	void _make_script_list_context_menu();
	void _help_search(String p_text);
	void _history_forward();
	void _history_back();
	bool waiting_update_names;
	void _help_class_open(const String &p_class);
	void _help_class_goto(const String &p_desc);
	bool _help_tab_goto(const String &p_name, const String &p_desc);
	void _update_history_arrows();
	void _save_history();
	void _go_to_tab(int p_idx);
	void _update_history_pos(int p_new_pos);
	void _update_script_colors();
	void _update_modified_scripts_for_external_editor(Ref<Script> p_for_script = Ref<Script>());
	void _script_changed();