### 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
}
		} else {
			
			
			
			Ref<EditorFeatureProfile> profile = feature_profile_manager->get_current_profile();
			if (!profile.is_valid() || !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_3D)) {
				img = Node3DEditor::get_singleton()->get_editor_viewport(0)->get_viewport_node()->get_texture()->get_image();
			}
		}
		if (img.is_valid() && img->get_width() > 0 && img->get_height() > 0) {
			img = img->duplicate();
			save.step(TTR("Creating Thumbnail"), 2);
			save.step(TTR("Creating Thumbnail"), 3);
			int preview_size = EDITOR_GET("filesystem/file_dialog/thumbnail_size");
			preview_size *= EDSCALE;
			
			int vp_size = MIN(img->get_width(), img->get_height());
			int x = (img->get_width() - vp_size) / 2;
			int y = (img->get_height() - vp_size) / 2;
			if (vp_size < preview_size) {
				
				img->crop_from_point(x, y, vp_size, vp_size);
			} else {
				int ratio = vp_size / preview_size;
				int size = preview_size * MAX(1, ratio / 2);
				x = (img->get_width() - size) / 2;
				y = (img->get_height() - size) / 2;
				img->crop_from_point(x, y, size, size);
				img->resize(preview_size, preview_size, Image::INTERPOLATE_LANCZOS);