### 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
int scene_idx = -1;
	for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
		if (editor_data.get_scene_path(i) == p_path) {
			scene_idx = i;
			break;
		}
	}
	int current_tab = editor_data.get_edited_scene();
	if (scene_idx == -1) {
		if (get_edited_scene()) {
			
			EditorUndoRedoManager::get_singleton()->clear_history(false, editor_data.get_current_edited_scene_history_id());
		}
		return;
	}
	if (current_tab == scene_idx) {
		editor_data.apply_changes_in_editors();
		_save_editor_states(p_path);
	}
	
	_remove_scene(scene_idx, false);
	load_scene(p_path, true, false, true, true);
	
	editor_data.move_edited_scene_to_index(scene_idx);
	EditorUndoRedoManager::get_singleton()->clear_history(false, editor_data.get_scene_history_id(scene_idx));
	
	scene_tabs->set_current_tab(current_tab);
}
void EditorNode::find_all_instances_inheriting_path_in_node(Node *p_root, Node *p_node, const String &p_instance_path, List<Node *> &p_instance_list) {