### 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
make_floating->connect("request_open_in_screen", callable_mp(window_wrapper, &WindowWrapper::enable_window_on_screen).bind(true));
		menu_hb->add_child(make_floating);
		window_wrapper->connect("window_visibility_changed", callable_mp(this, &ShaderEditorPlugin::_window_changed));
	}
	shader_list = memnew(ItemList);
	shader_list->set_v_size_flags(Control::SIZE_EXPAND_FILL);
	vb->add_child(shader_list);
	shader_list->connect("item_selected", callable_mp(this, &ShaderEditorPlugin::_shader_selected));
	shader_list->connect("item_clicked", callable_mp(this, &ShaderEditorPlugin::_shader_list_clicked));
	SET_DRAG_FORWARDING_GCD(shader_list, ShaderEditorPlugin);
	main_split->add_child(vb);
	vb->set_custom_minimum_size(Size2(200, 300) * EDSCALE);
	shader_tabs = memnew(TabContainer);
	shader_tabs->set_tabs_visible(false);
	shader_tabs->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	main_split->add_child(shader_tabs);
	Ref<StyleBoxEmpty> empty;
	empty.instantiate();
	shader_tabs->add_theme_style_override("panel", empty);
	button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("Shader Editor"), window_wrapper);
	
	EditorNode::get_singleton()->call_deferred("connect", "resource_saved", callable_mp(this, &ShaderEditorPlugin::_resource_saved), CONNECT_DEFERRED);
	shader_create_dialog = memnew(ShaderCreateDialog);
	vb->add_child(shader_create_dialog);
	shader_create_dialog->connect("shader_created", callable_mp(this, &ShaderEditorPlugin::_shader_created));
	shader_create_dialog->connect("shader_include_created", callable_mp(this, &ShaderEditorPlugin::_shader_include_created));
}
ShaderEditorPlugin::~ShaderEditorPlugin() {
}