### 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
_copy_script_path();
			} break;
			case SHOW_IN_FILE_SYSTEM: {
				const Ref<Resource> scr = current->get_edited_resource();
				String path = scr->get_path();
				if (!path.is_empty()) {
					if (scr->is_built_in()) {
						path = path.get_slice("::", 0); 
					}
					FileSystemDock *file_system_dock = FileSystemDock::get_singleton();
					file_system_dock->navigate_to_path(path);
					
					TabContainer *dock_tab_container = (TabContainer *)file_system_dock->get_parent_control();
					dock_tab_container->set_current_tab(dock_tab_container->get_tab_idx_from_control(file_system_dock));
				}
			} break;
			case CLOSE_DOCS: {
				_close_docs_tab();
			} break;
			case CLOSE_OTHER_TABS: {
				_close_other_tabs();
			} break;
			case CLOSE_ALL: {
				_close_all_tabs();
			} break;
			case WINDOW_MOVE_UP: {
				if (tab_container->get_current_tab() > 0) {
					tab_container->move_child(current, tab_container->get_current_tab() - 1);
					tab_container->set_current_tab(tab_container->get_current_tab());
					_update_script_names();