### 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
tab_bar = memnew(TabBar);
	SET_DRAG_FORWARDING_GCDU(tab_bar, TabContainer);
	add_child(tab_bar, false, INTERNAL_MODE_FRONT);
	tab_bar->set_anchors_and_offsets_preset(Control::PRESET_TOP_WIDE);
	tab_bar->connect("tab_changed", callable_mp(this, &TabContainer::_on_tab_changed));
	tab_bar->connect("tab_clicked", callable_mp(this, &TabContainer::_on_tab_clicked));
	tab_bar->connect("tab_hovered", callable_mp(this, &TabContainer::_on_tab_hovered));
	tab_bar->connect("tab_selected", callable_mp(this, &TabContainer::_on_tab_selected));
	tab_bar->connect("tab_button_pressed", callable_mp(this, &TabContainer::_on_tab_button_pressed));
	tab_bar->connect("active_tab_rearranged", callable_mp(this, &TabContainer::_on_active_tab_rearranged));
	connect("mouse_exited", callable_mp(this, &TabContainer::_on_mouse_exited));
}