### 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
editor_layout_save_delay_timer->start();
}
void EditorNode::_dock_split_dragged(int ofs) {
	editor_layout_save_delay_timer->start();
}
void EditorNode::_load_editor_layout() {
	Ref<ConfigFile> config;
	config.instantiate();
	Error err = config->load(EditorPaths::get_singleton()->get_project_settings_dir().path_join("editor_layout.cfg"));
	if (err != OK) { 
		
		TreeItem *root = FileSystemDock::get_singleton()->get_tree_control()->get_item_with_metadata("res:", 0);
		if (root) {
			root->set_collapsed(false);
		}
		TreeItem *favorites = FileSystemDock::get_singleton()->get_tree_control()->get_item_with_metadata("Favorites", 0);
		if (favorites) {
			favorites->set_collapsed(false);
		}
		if (overridden_default_layout >= 0) {
			_layout_menu_option(overridden_default_layout);
		}
		return;
	}
	_load_docks_from_config(config, "docks");
	_load_open_scenes_from_config(config);
	_load_central_editor_layout_from_config(config);
	editor_data.set_plugin_window_layout(config);
}
void EditorNode::_update_dock_slots_visibility(bool p_keep_selected_tabs) {