### 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
class EditorHelpSearch;
class FindReplaceBar;
class HSplitContainer;
class ItemList;
class MenuButton;
class TabContainer;
class TextureRect;
class Tree;
class VSplitContainer;
class WindowWrapper;
class EditorSyntaxHighlighter : public SyntaxHighlighter {
	GDCLASS(EditorSyntaxHighlighter, SyntaxHighlighter)
private:
	Ref<RefCounted> edited_resourse;
protected:
	static void _bind_methods();
	GDVIRTUAL0RC(String, _get_name)
	GDVIRTUAL0RC(PackedStringArray, _get_supported_languages)
public:
	virtual String _get_name() const;
	virtual PackedStringArray _get_supported_languages() const;
	void _set_edited_resource(const Ref<Resource> &p_res) { edited_resourse = p_res; }
	Ref<RefCounted> _get_edited_resource() { return edited_resourse; }
	virtual Ref<EditorSyntaxHighlighter> _create() const;
};
class EditorStandardSyntaxHighlighter : public EditorSyntaxHighlighter {