### 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
Node *n = tab_container->get_current_tab_control();
	if (Object::cast_to<ScriptEditorBase>(n)) {
		history.write[history_pos].state = Object::cast_to<ScriptEditorBase>(n)->get_navigation_state();
	}
	if (Object::cast_to<EditorHelp>(n)) {
		history.write[history_pos].state = Object::cast_to<EditorHelp>(n)->get_scroll();
	}
	history_pos = p_new_pos;
	tab_container->set_current_tab(tab_container->get_tab_idx_from_control(history[history_pos].control));
	n = history[history_pos].control;
	ScriptEditorBase *seb = Object::cast_to<ScriptEditorBase>(n);
	if (seb) {
		seb->set_edit_state(history[history_pos].state);
		seb->ensure_focus();
		Ref<Script> scr = seb->get_edited_resource();
		if (scr != nullptr) {
			notify_script_changed(scr);
		}
	}
	if (Object::cast_to<EditorHelp>(n)) {
		Object::cast_to<EditorHelp>(n)->set_scroll(history[history_pos].state);
		Object::cast_to<EditorHelp>(n)->set_focused();
	}
	n->set_meta("__editor_pass", ++edit_pass);
	_update_script_names();
	_update_history_arrows();
	_update_selected_editor_menu();
}
void ScriptEditor::_history_forward() {