### Godot version

master

### System information

Godot v4.2.beta (0ea75d77c) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 (NVIDIA; 31.0.15.3598) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)

### Issue description

When any of the Import, Filesystem, Node, or History docks are floating, changing an editor feature crashes the engine.
Changing any setting or selecting a different profile triggers it.

This is because `EditorNode::_feature_profile_changed` assumes the docks are in a `TabContainer`, and if they are floating they aren't in one.


### Steps to reproduce

Make any of these docks floating: Import, Filesystem, Node, or History
Open Editor Features (Editor -> Manage Editor Features...)
Make a profile (if you have none) or change a setting on the existing profile

### Minimal reproduction project

n/a
}
}
void EditorNode::push_node_item(Node *p_node) {
	if (p_node || Object::cast_to<Node>(InspectorDock::get_inspector_singleton()->get_edited_object()) || Object::cast_to<MultiNodeEdit>(InspectorDock::get_inspector_singleton()->get_edited_object())) {
		
		push_item(p_node);
	}
}
void EditorNode::push_item(Object *p_object, const String &p_property, bool p_inspector_only) {
	if (!p_object) {
		InspectorDock::get_inspector_singleton()->edit(nullptr);
		NodeDock::get_singleton()->set_node(nullptr);
		SceneTreeDock::get_singleton()->set_selected(nullptr);
		InspectorDock::get_singleton()->update(nullptr);
		hide_unused_editors();
		return;
	}
	ObjectID id = p_object->get_instance_id();
	if (id != editor_history.get_current()) {
		if (p_inspector_only) {
			editor_history.add_object(id, String(), true);
		} else if (p_property.is_empty()) {
			editor_history.add_object(id);
		} else {
			editor_history.add_object(id, p_property);
		}
	}
	_edit_current();
}
void EditorNode::save_default_environment() {