### 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
Ref<InputEventMouseButton> b = p_event;
	Ref<InputEventMouseMotion> m = p_event;
	
	if (drag_type == DRAG_NONE) {
		if (b.is_valid() && b->get_button_index() == MouseButton::LEFT && b->is_pressed() && ((b->is_alt_pressed() && b->is_command_or_control_pressed()) || tool == TOOL_SCALE)) {
			List<CanvasItem *> selection = _get_edited_canvas_items();
			if (selection.size() == 1) {
				CanvasItem *ci = selection[0];
				if (_is_node_movable(ci)) {
					Transform2D xform = transform * ci->get_global_transform_with_canvas();
					Transform2D unscaled_transform = (xform * ci->get_transform().affine_inverse() * ci->_edit_get_transform()).orthonormalized();
					Transform2D simple_xform = viewport->get_transform() * unscaled_transform;
					drag_type = DRAG_SCALE_BOTH;
					if (show_transformation_gizmos) {
						Size2 scale_factor = Size2(SCALE_HANDLE_DISTANCE, SCALE_HANDLE_DISTANCE);
						Rect2 x_handle_rect = Rect2(scale_factor.x * EDSCALE, -5 * EDSCALE, 10 * EDSCALE, 10 * EDSCALE);
						if (x_handle_rect.has_point(simple_xform.affine_inverse().xform(b->get_position()))) {
							drag_type = DRAG_SCALE_X;
						}
						Rect2 y_handle_rect = Rect2(-5 * EDSCALE, scale_factor.y * EDSCALE, 10 * EDSCALE, 10 * EDSCALE);
						if (y_handle_rect.has_point(simple_xform.affine_inverse().xform(b->get_position()))) {
							drag_type = DRAG_SCALE_Y;
						}
					}
					drag_from = transform.affine_inverse().xform(b->get_position());
					drag_selection = List<CanvasItem *>();
					drag_selection.push_back(ci);
					_save_canvas_item_state(drag_selection);
					return true;