### 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
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) {
			continue;
		}
		se->apply_code();
	}
}
void ScriptEditor::reload_scripts(bool p_refresh_only) {
	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) {
			continue;
		}
		Ref<Resource> edited_res = se->get_edited_resource();
		if (edited_res->is_built_in()) {
			continue; 
		}
		if (!p_refresh_only) {
			uint64_t last_date = edited_res->get_last_modified_time();
			uint64_t date = FileAccess::get_modified_time(edited_res->get_path());
			if (last_date == date) {
				continue;
			}
			Ref<Script> scr = edited_res;
			if (scr.is_valid()) {
				Ref<Script> rel_scr = ResourceLoader::load(scr->get_path(), scr->get_class(), ResourceFormatLoader::CACHE_MODE_IGNORE);
				ERR_CONTINUE(!rel_scr.is_valid());
				scr->set_source_code(rel_scr->get_source_code());
				scr->set_last_modified_time(rel_scr->get_last_modified_time());