### 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
recent_scenes->connect("id_pressed", callable_mp(this, &EditorNode::_open_recent_scene));
	if (!global_menu || !OS::get_singleton()->has_feature("macos")) {
		
		file_menu->add_separator();
		file_menu->add_shortcut(ED_SHORTCUT_AND_COMMAND("editor/file_quit", TTR("Quit"), KeyModifierMask::CMD_OR_CTRL + Key::Q), FILE_QUIT, true);
	}
	project_menu = memnew(PopupMenu);
	project_menu->set_name(TTR("Project"));
	main_menu->add_child(project_menu);
	project_menu->add_shortcut(ED_SHORTCUT_AND_COMMAND("editor/project_settings", TTR("Project Settings..."), Key::NONE, TTR("Project Settings")), RUN_SETTINGS);
	project_menu->connect("id_pressed", callable_mp(this, &EditorNode::_menu_option));
	project_menu->add_separator();
	project_menu->add_item(TTR("Version Control"), VCS_MENU);
	project_menu->add_separator();
	project_menu->add_shortcut(ED_SHORTCUT_AND_COMMAND("editor/export", TTR("Export..."), Key::NONE, TTR("Export")), FILE_EXPORT_PROJECT);
#ifndef ANDROID_ENABLED
	project_menu->add_item(TTR("Install Android Build Template..."), FILE_INSTALL_ANDROID_SOURCE);
	project_menu->add_item(TTR("Open User Data Folder"), RUN_USER_DATA_FOLDER);
#endif
	project_menu->add_separator();
	project_menu->add_item(TTR("Customize Engine Build Configuration..."), TOOLS_BUILD_PROFILE_MANAGER);
	project_menu->add_separator();
	plugin_config_dialog = memnew(PluginConfigDialog);
	plugin_config_dialog->connect("plugin_ready", callable_mp(this, &EditorNode::_on_plugin_ready));
	gui_base->add_child(plugin_config_dialog);
	tool_menu = memnew(PopupMenu);
	tool_menu->set_name("Tools");
	tool_menu->connect("index_pressed", callable_mp(this, &EditorNode::_tool_menu_option));
	project_menu->add_child(tool_menu);
	project_menu->add_submenu_item(TTR("Tools"), "Tools");