### 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
const String appname = GLOBAL_GET("application/config/name");
	String title = (appname.is_empty() ? TTR("Unnamed Project") : appname);
	const String edited = editor_data.get_edited_scene_root() ? editor_data.get_edited_scene_root()->get_scene_file_path() : String();
	if (!edited.is_empty()) {
		
		title = vformat("%s - %s", edited.get_file(), title);
	}
	if (unsaved_cache) {
		
		title = vformat("(*) %s", title);
	}
	DisplayServer::get_singleton()->window_set_title(title + String(" - ") + VERSION_NAME);
	if (project_title) {
		project_title->set_text(title);
	}
}
void EditorNode::shortcut_input(const Ref<InputEvent> &p_event) {
	ERR_FAIL_COND(p_event.is_null());
	Ref<InputEventKey> k = p_event;
	if ((k.is_valid() && k->is_pressed() && !k->is_echo()) || Object::cast_to<InputEventShortcut>(*p_event)) {
		EditorPlugin *old_editor = editor_plugin_screen;
		if (ED_IS_SHORTCUT("editor/next_tab", p_event)) {
			int next_tab = editor_data.get_edited_scene() + 1;
			next_tab %= editor_data.get_edited_scene_count();
			_scene_tab_changed(next_tab);
		}
		if (ED_IS_SHORTCUT("editor/prev_tab", p_event)) {
			int next_tab = editor_data.get_edited_scene() - 1;