### 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 push_item(Object *p_object, const String &p_property = "", bool p_inspector_only = false);
	void edit_item(Object *p_object, Object *p_editing_owner);
	void push_node_item(Node *p_node);
	void hide_unused_editors(const Object *p_editing_owner = nullptr);
	void select_editor_by_name(const String &p_name);
	void open_request(const String &p_path);
	void edit_foreign_resource(Ref<Resource> p_resource);
	bool is_resource_read_only(Ref<Resource> p_resource, bool p_foreign_resources_are_writable = false);
	bool is_changing_scene() const;
	VBoxContainer *get_main_screen_control();
	SubViewport *get_scene_root() { return scene_root; } 
	void set_edited_scene(Node *p_scene);
	Node *get_edited_scene() { return editor_data.get_edited_scene_root(); }
	void fix_dependencies(const String &p_for_file);
	int new_scene();
	Error load_scene(const String &p_scene, bool p_ignore_broken_deps = false, bool p_set_inherited = false, bool p_clear_errors = true, bool p_force_open_imported = false, bool p_silent_change_tab = false);
	Error load_resource(const String &p_resource, bool p_ignore_broken_deps = false);
	HashMap<StringName, Variant> get_modified_properties_for_node(Node *p_node);
	struct AdditiveNodeEntry {
		Node *node = nullptr;
		NodePath parent = NodePath();
		Node *owner = nullptr;
		int index = 0;
		
		Transform2D transform_2d;