### 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
virtual PackedInt32Array get_breakpoints() = 0;
	virtual void set_breakpoint(int p_line, bool p_enabled) = 0;
	virtual void clear_breakpoints() = 0;
	virtual void add_callback(const String &p_function, PackedStringArray p_args) = 0;
	virtual void update_settings() = 0;
	virtual void set_debugger_active(bool p_active) = 0;
	virtual bool can_lose_focus_on_node_selection() { return true; }
	virtual void update_toggle_scripts_button() {}
	virtual bool show_members_overview() = 0;
	virtual void set_tooltip_request_func(const Callable &p_toolip_callback) = 0;
	virtual Control *get_edit_menu() = 0;
	virtual void clear_edit_menu() = 0;
	virtual void set_find_replace_bar(FindReplaceBar *p_bar) = 0;
	virtual Control *get_base_editor() const = 0;
	virtual void validate() = 0;
	ScriptEditorBase() {}
};
typedef ScriptEditorBase *(*CreateScriptEditorFunc)(const Ref<Resource> &p_resource);
class EditorScriptCodeCompletionCache;
class FindInFilesDialog;
class FindInFilesPanel;
class ScriptEditor : public PanelContainer {
	GDCLASS(ScriptEditor, PanelContainer);
	enum {
		FILE_NEW,
		FILE_NEW_TEXTFILE,
		FILE_OPEN,