### 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
EditorNode::ExecuteThreadArgs *eta = (EditorNode::ExecuteThreadArgs *)p_ud;
	Error err = OS::get_singleton()->execute(eta->path, eta->args, &eta->output, &eta->exitcode, true, &eta->execute_output_mutex);
	print_verbose("Thread exit status: " + itos(eta->exitcode));
	if (err != OK) {
		eta->exitcode = err;
	}
	eta->done.set();
}
int EditorNode::execute_and_show_output(const String &p_title, const String &p_path, const List<String> &p_arguments, bool p_close_on_ok, bool p_close_on_errors) {
	if (execute_output_dialog) {
		execute_output_dialog->set_title(p_title);
		execute_output_dialog->get_ok_button()->set_disabled(true);
		execute_outputs->clear();
		execute_outputs->set_scroll_follow(true);
		EditorInterface::get_singleton()->popup_dialog_centered_ratio(execute_output_dialog);
	}
	ExecuteThreadArgs eta;
	eta.path = p_path;
	eta.args = p_arguments;