### 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
script_editor->ensure_select_current();
	_focus_another_editor();
}
String ScriptEditorPlugin::get_unsaved_status(const String &p_for_scene) const {
	const PackedStringArray unsaved_scripts = script_editor->get_unsaved_scripts();
	if (unsaved_scripts.is_empty()) {
		return String();
	}
	PackedStringArray message;
	if (!p_for_scene.is_empty()) {
		PackedStringArray unsaved_built_in_scripts;
		const String scene_file = p_for_scene.get_file();
		for (const String &E : unsaved_scripts) {
			if (!E.is_resource_file() && E.contains(scene_file)) {
				unsaved_built_in_scripts.append(E);
			}
		}
		if (unsaved_built_in_scripts.is_empty()) {
			return String();
		} else {
			message.resize(unsaved_built_in_scripts.size() + 1);
			message.write[0] = TTR("There are unsaved changes in the following built-in script(s):");
			int i = 1;
			for (const String &E : unsaved_built_in_scripts) {
				message.write[i] = E.trim_suffix("(*)");
				i++;
			}
			return String("\n").join(message);
		}