### 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
DisplayServer::get_singleton()->clipboard_set(warning->get_text());
}
void EditorNode::_dock_floating_close_request(WindowWrapper *p_wrapper) {
	int dock_slot_num = p_wrapper->get_meta("dock_slot");
	int dock_slot_index = p_wrapper->get_meta("dock_index");
	
	Control *dock = p_wrapper->release_wrapped_control();
	dock_slot[dock_slot_num]->add_child(dock);
	dock_slot[dock_slot_num]->move_child(dock, MIN(dock_slot_index, dock_slot[dock_slot_num]->get_tab_count()));
	dock_slot[dock_slot_num]->set_current_tab(dock_slot_index);
	floating_docks.erase(p_wrapper);
	p_wrapper->queue_free();
	_update_dock_containers();
	_edit_current();
}
void EditorNode::_dock_make_selected_float() {
	Control *dock = dock_slot[dock_popup_selected_idx]->get_current_tab_control();
	_dock_make_float(dock, dock_popup_selected_idx);
	dock_select_popup->hide();
	_edit_current();
}
void EditorNode::_dock_make_float(Control *p_dock, int p_slot_index, bool p_show_window) {