### Godot version

4.0 fb10f45

### System information

Windows 10 x64

### Issue description

Behold, empty TileSet editor, with no TileMap node nor bottom button visible:
![image](https://github.com/godotengine/godot/assets/2223172/0f052770-4946-40eb-a790-a995dbe2599c)
Regression from #72277 (most likely, I didn't test)

### Steps to reproduce

1. Add some Node to your scene
2. Add a TileMap as a child
3. Select TileMap
4. Fold its parent in the scene tree
5. Restart the editor
6. The TileMap selection is restored and so is the folded node, resulting in a weird paradox

### Minimal reproduction project

N/A
EditorNode::get_singleton()->push_item(p_shader_inc.ptr());
}
Variant ShaderEditorPlugin::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
	if (shader_list->get_item_count() == 0) {
		return Variant();
	}
	int idx = shader_list->get_item_at_position(p_point);
	if (idx < 0) {
		return Variant();
	}
	HBoxContainer *drag_preview = memnew(HBoxContainer);
	String preview_name = shader_list->get_item_text(idx);
	Ref<Texture2D> preview_icon = shader_list->get_item_icon(idx);
	if (!preview_icon.is_null()) {
		TextureRect *tf = memnew(TextureRect);
		tf->set_texture(preview_icon);
		tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
		drag_preview->add_child(tf);
	}
	Label *label = memnew(Label(preview_name));
	drag_preview->add_child(label);
	main_split->set_drag_preview(drag_preview);
	Dictionary drag_data;
	drag_data["type"] = "shader_list_element";
	drag_data["shader_list_element"] = idx;
	return drag_data;
}
bool ShaderEditorPlugin::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {