### 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
resource_conversion_plugins.push_back(orm_mat_convert);
		Ref<CanvasItemMaterialConversionPlugin> canvas_item_mat_convert;
		canvas_item_mat_convert.instantiate();
		resource_conversion_plugins.push_back(canvas_item_mat_convert);
		Ref<ParticleProcessMaterialConversionPlugin> particles_mat_convert;
		particles_mat_convert.instantiate();
		resource_conversion_plugins.push_back(particles_mat_convert);
		Ref<ProceduralSkyMaterialConversionPlugin> procedural_sky_mat_convert;
		procedural_sky_mat_convert.instantiate();
		resource_conversion_plugins.push_back(procedural_sky_mat_convert);
		Ref<PanoramaSkyMaterialConversionPlugin> panorama_sky_mat_convert;
		panorama_sky_mat_convert.instantiate();
		resource_conversion_plugins.push_back(panorama_sky_mat_convert);
		Ref<PhysicalSkyMaterialConversionPlugin> physical_sky_mat_convert;
		physical_sky_mat_convert.instantiate();
		resource_conversion_plugins.push_back(physical_sky_mat_convert);
		Ref<FogMaterialConversionPlugin> fog_mat_convert;
		fog_mat_convert.instantiate();
		resource_conversion_plugins.push_back(fog_mat_convert);
		Ref<VisualShaderConversionPlugin> vshader_convert;
		vshader_convert.instantiate();
		resource_conversion_plugins.push_back(vshader_convert);
	}
	update_spinner_step_msec = OS::get_singleton()->get_ticks_msec();
	update_spinner_step_frame = Engine::get_singleton()->get_frames_drawn();
	editor_plugin_screen = nullptr;
	editor_plugins_over = memnew(EditorPluginList);
	editor_plugins_force_over = memnew(EditorPluginList);
	editor_plugins_force_input_forwarding = memnew(EditorPluginList);
	Ref<GDExtensionExportPlugin> gdextension_export_plugin;