### 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
for (const String &E : keywords) {
			if (scr->get_language()->is_control_flow_keyword(E)) {
				highlighter->add_keyword_color(E, control_flow_keyword_color);
			} else {
				highlighter->add_keyword_color(E, keyword_color);
			}
		}
		
		const Color member_variable_color = EDITOR_GET("text_editor/theme/highlighting/member_variable_color");
		StringName instance_base = scr->get_instance_base_type();
		if (instance_base != StringName()) {
			List<PropertyInfo> plist;
			ClassDB::get_property_list(instance_base, &plist);
			for (const PropertyInfo &E : plist) {
				String prop_name = E.name;
				if (E.usage & PROPERTY_USAGE_CATEGORY || E.usage & PROPERTY_USAGE_GROUP || E.usage & PROPERTY_USAGE_SUBGROUP) {
					continue;
				}
				if (prop_name.contains("/")) {
					continue;
				}
				highlighter->add_member_keyword_color(prop_name, member_variable_color);
			}
			List<String> clist;
			ClassDB::get_integer_constant_list(instance_base, &clist);
			for (const String &E : clist) {
				highlighter->add_member_keyword_color(E, member_variable_color);
			}
		}