### 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
settings_changed = true;
}
EditorNode::EditorNode() {
	EditorPropertyNameProcessor *epnp = memnew(EditorPropertyNameProcessor);
	add_child(epnp);
	PortableCompressedTexture2D::set_keep_all_compressed_buffers(true);
	Input::get_singleton()->set_use_accumulated_input(true);
	Resource::_get_local_scene_func = _resource_get_edited_scene;
	RenderingServer::get_singleton()->set_debug_generate_wireframes(true);
	AudioServer::get_singleton()->set_enable_tagging_used_audio_streams(true);
	
	if (NavigationServer3D::get_singleton()->get_debug_enabled()) {
		NavigationServer3D::get_singleton()->set_active(true);
	} else {
		NavigationServer3D::get_singleton()->set_active(false);
	}
	
	PhysicsServer3D::get_singleton()->set_active(false);
	PhysicsServer2D::get_singleton()->set_active(false);
	
	ScriptServer::set_scripting_enabled(false);
	EditorHelp::generate_doc();
	SceneState::set_disable_placeholders(true);
	ResourceLoader::clear_translation_remaps(); 
	ResourceLoader::clear_path_remaps();
	ResourceLoader::set_create_missing_resources_if_class_unavailable(true);
	Input *id = Input::get_singleton();
	if (id) {
		if (!DisplayServer::get_singleton()->is_touchscreen_available() && Input::get_singleton()) {