### 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
void _dock_popup_exit();
	void _dock_floating_close_request(WindowWrapper *p_wrapper);
	void _dock_make_selected_float();
	void _dock_make_float(Control *p_control, int p_slot_index, bool p_show_window = true);
	void _scene_tab_changed(int p_tab);
	void _proceed_closing_scene_tabs();
	bool _is_closing_editor() const;
	void _scene_tab_closed(int p_tab, int p_option = SCENE_TAB_CLOSE);
	void _scene_tab_hovered(int p_tab);
	void _scene_tab_exit();
	void _scene_tab_input(const Ref<InputEvent> &p_input);
	void _reposition_active_tab(int idx_to);
	void _thumbnail_done(const String &p_path, const Ref<Texture2D> &p_preview, const Ref<Texture2D> &p_small_preview, const Variant &p_udata);
	void _scene_tab_script_edited(int p_tab);
	Dictionary _get_main_scene_state();
	void _set_main_scene_state(Dictionary p_state, Node *p_for_scene);
	int _get_current_main_editor();
	void _save_editor_layout();
	void _load_editor_layout();
	void _save_docks_to_config(Ref<ConfigFile> p_layout, const String &p_section);
	void _restore_floating_dock(const Dictionary &p_dock_dump, Control *p_wrapper, int p_slot_index);
	void _load_docks_from_config(Ref<ConfigFile> p_layout, const String &p_section);
	void _update_dock_slots_visibility(bool p_keep_selected_tabs = false);
	void _dock_tab_changed(int p_tab);
	void _save_central_editor_layout_to_config(Ref<ConfigFile> p_config_file);
	void _load_central_editor_layout_from_config(Ref<ConfigFile> p_config_file);
	void _save_open_scenes_to_config(Ref<ConfigFile> p_layout);
	void _load_open_scenes_from_config(Ref<ConfigFile> p_layout);
	void _update_layouts_menu();
	void _layout_menu_option(int p_id);