### Godot version

v4.0.beta.custom_build [eaf306e0b]

### System information

Windows 10

### Issue description

Selecting a `Window` node in the Editor's SceneTree results in the message
```
editor/editor_data.cpp:1058 - Parameter "p_node" is null.
```
and the Inspector shows empty content instead of the Window's properties.

I would expect, that clicking on a node in the SceneTree lets me edit the properties of the node.

Bisecting shows that this behavior got introduced in #71770

### Steps to reproduce

1. Create a Window node
2. Click on the Window node in the Editor's SceneTree

### Minimal reproduction project

N/A
for (int i = 0; i < 4; i++) {
					int prev = (i + 3) % 4;
					int next = (i + 1) % 4;
					Vector2 ofs = ((endpoints[i] - endpoints[prev]).normalized() + ((endpoints[i] - endpoints[next]).normalized())).normalized();
					ofs *= Math_SQRT2 * (select_handle->get_size().width / 2);
					select_handle->draw(vp_ci, (endpoints[i] + ofs - (select_handle->get_size() / 2)).floor());
					ofs = (endpoints[i] + endpoints[next]) / 2;
					ofs += (endpoints[next] - endpoints[i]).orthogonal().normalized() * (select_handle->get_size().width / 2);
					select_handle->draw(vp_ci, (ofs - (select_handle->get_size() / 2)).floor());
				}
			}
			// D
			bool is_ctrl = Input::get_singleton()->is_key_pressed(Key::CMD_OR_CTRL);
			bool is_alt = Input::get_singleton()->is_key_pressed(Key::ALT);
			if (tool == TOOL_MOVE && show_transformation_gizmos) {
				if (_is_node_movable(ci)) {
					Transform2D unscaled_transform = (xform * ci->get_transform().affine_inverse() * ci->_edit_get_transform()).orthonormalized();
					Transform2D simple_xform = viewport->get_transform() * unscaled_transform;
					Size2 move_factor = Size2(MOVE_HANDLE_DISTANCE, MOVE_HANDLE_DISTANCE);
					viewport->draw_set_transform_matrix(simple_xform);
					Vector<Point2> points = {
						Vector2(move_factor.x * EDSCALE, 5 * EDSCALE),
						Vector2(move_factor.x * EDSCALE, -5 * EDSCALE),
						Vector2((move_factor.x + 10) * EDSCALE, 0)
					};
					viewport->draw_colored_polygon(points, get_theme_color(SNAME("axis_x_color"), SNAME("Editor")));
					viewport->draw_line(Point2(), Point2(move_factor.x * EDSCALE, 0), get_theme_color(SNAME("axis_x_color"), SNAME("Editor")), Math::round(EDSCALE));
					points.clear();
					points.push_back(Vector2(5 * EDSCALE, move_factor.y * EDSCALE));
					points.push_back(Vector2(-5 * EDSCALE, move_factor.y * EDSCALE));