### 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
ERR_FAIL_NULL(p_dock);
	Size2 borders = Size2(4, 4) * EDSCALE;
	
	Size2 dock_size = p_dock->get_size() + borders * 2;
	Point2 dock_screen_pos = p_dock->get_screen_position();
	int dock_index = p_dock->get_index() - 1;
	dock_slot[p_slot_index]->remove_child(p_dock);
	WindowWrapper *wrapper = memnew(WindowWrapper);
	wrapper->set_window_title(vformat(TTR("%s - Godot Engine"), p_dock->get_name()));
	wrapper->set_margins_enabled(true);
	gui_base->add_child(wrapper);
	wrapper->set_wrapped_control(p_dock);
	wrapper->set_meta("dock_slot", p_slot_index);
	wrapper->set_meta("dock_index", dock_index);
	wrapper->set_meta("dock_name", p_dock->get_name().operator String());
	p_dock->show();
	wrapper->connect("window_close_requested", callable_mp(this, &EditorNode::_dock_floating_close_request).bind(wrapper));
	dock_select_popup->hide();
	if (p_show_window) {
		wrapper->restore_window(Rect2i(dock_screen_pos, dock_size), get_window()->get_current_screen());
	}
	_update_dock_containers();
	floating_docks.push_back(wrapper);
	_edit_current();
}
void EditorNode::_update_dock_containers() {