### 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 (const Connection &E2 : E.value.connections_from) {
							Connection conn = E2;
							bool valid = modifiable_node->has_method(conn.callable.get_method()) || Ref<Script>(modifiable_node->get_script()).is_null() || Ref<Script>(modifiable_node->get_script())->has_method(conn.callable.get_method());
							ERR_CONTINUE_MSG(!valid, vformat("Attempt to connect signal '%s.%s' to nonexistent method '%s.%s'.", conn.signal.get_object()->get_class(), conn.signal.get_name(), conn.callable.get_object()->get_class(), conn.callable.get_method()));
							
							Object *source_object = conn.signal.get_object();
							if (source_object) {
								ERR_FAIL_COND(source_object->connect(conn.signal.get_name(), Callable(modifiable_node, conn.callable.get_method()), conn.flags) != OK);
							}
						}
						
						for (const Node::GroupInfo &E2 : E.value.groups) {
							modifiable_node->add_to_group(E2.name, E2.persistent);
						}
					}
				}
			}
			
			editor_history.cleanup_history();
			current_edited_scene->propagate_notification(NOTIFICATION_NODE_RECACHE_REQUESTED);
		}
		edited_scene_map.clear();
	}
	editor_data.set_edited_scene(original_edited_scene_idx);
	_edit_current();
}
int EditorNode::plugin_init_callback_count = 0;
void EditorNode::add_plugin_init_callback(EditorPluginInitializeCallback p_callback) {