### 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
_close_tab(tab_container->get_current_tab(), false);
	erase_tab_confirm->hide();
}
void ScriptEditor::_close_docs_tab() {
	int child_count = tab_container->get_tab_count();
	for (int i = child_count - 1; i >= 0; i--) {
		EditorHelp *se = Object::cast_to<EditorHelp>(tab_container->get_tab_control(i));
		if (se) {
			_close_tab(i, true, false);
		}
	}
}
void ScriptEditor::_copy_script_path() {
	ScriptEditorBase *se = _get_current_editor();
	if (se) {
		Ref<Resource> scr = se->get_edited_resource();
		DisplayServer::get_singleton()->clipboard_set(scr->get_path());
	}
}
void ScriptEditor::_close_other_tabs() {
	int current_idx = tab_container->get_current_tab();
	for (int i = tab_container->get_tab_count() - 1; i >= 0; i--) {
		if (i != current_idx) {
			script_close_queue.push_back(i);
		}
	}
	_queue_close_tabs();
}
void ScriptEditor::_close_all_tabs() {