### 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
switch (current_menu_option) {
		case FILE_NEW_INHERITED_SCENE: {
			Node *scene = editor_data.get_edited_scene_root();
			
			if (!scene) {
				_menu_option_confirm(FILE_CLOSE, true);
			}
			load_scene(p_file, false, true);
		} break;
		case FILE_OPEN_SCENE: {
			load_scene(p_file);
		} break;
		case SETTINGS_PICK_MAIN_SCENE: {
			ProjectSettings::get_singleton()->set("application/run/main_scene", p_file);
			ProjectSettings::get_singleton()->save();
			
			project_run_bar->play_main_scene((bool)pick_main_scene->get_meta("from_native", false));
		} break;
		case FILE_CLOSE:
		case SCENE_TAB_CLOSE:
		case FILE_SAVE_SCENE:
		case FILE_SAVE_AS_SCENE: {
			int scene_idx = (current_menu_option == FILE_SAVE_SCENE || current_menu_option == FILE_SAVE_AS_SCENE) ? -1 : tab_closing_idx;
			if (file->get_file_mode() == EditorFileDialog::FILE_MODE_SAVE_FILE) {
				bool same_open_scene = false;
				for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
					if (editor_data.get_scene_path(i) == p_file && i != scene_idx) {
						same_open_scene = true;