### 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
_update_title();
	_update_scene_tabs();
	_add_to_recent_scenes(lpath);
	if (editor_folding.has_folding_data(lpath)) {
		editor_folding.load_scene_folding(new_scene, lpath);
	} else if (EDITOR_GET("interface/inspector/auto_unfold_foreign_scenes")) {
		editor_folding.unfold_scene(new_scene);
		editor_folding.save_scene_folding(new_scene, lpath);
	}
	prev_scene->set_disabled(previous_scenes.size() == 0);
	opening_prev = false;
	SceneTreeDock::get_singleton()->set_selected(new_scene);
	EditorDebuggerNode::get_singleton()->update_live_edit_root();
	push_item(new_scene);
	
	if (editor_state_cf->has_section_key("editor_states", "selected_nodes")) {
		TypedArray<NodePath> selected_node_list = editor_state_cf->get_value("editor_states", "selected_nodes", TypedArray<String>());
		for (int i = 0; i < selected_node_list.size(); i++) {
			Node *selected_node = new_scene->get_node_or_null(selected_node_list[i]);
			if (selected_node) {
				editor_selection->add_node(selected_node);
			}
		}
	}
	if (!restoring_scenes) {
		save_editor_layout_delayed();
	}
	return OK;
}
HashMap<StringName, Variant> EditorNode::get_modified_properties_for_node(Node *p_node) {