### 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
int selected_bottom_panel_item_idx = -1;
	for (int i = 0; i < bottom_panel_items.size(); i++) {
		if (bottom_panel_items[i].button->is_pressed()) {
			selected_bottom_panel_item_idx = i;
			break;
		}
	}
	if (selected_bottom_panel_item_idx != -1) {
		p_config_file->set_value(EDITOR_NODE_CONFIG_SECTION, "selected_bottom_panel_item", selected_bottom_panel_item_idx);
	} else {
		p_config_file->set_value(EDITOR_NODE_CONFIG_SECTION, "selected_bottom_panel_item", Variant());
	}
	
	int selected_default_debugger_tab_idx = EditorDebuggerNode::get_singleton()->get_default_debugger()->get_current_debugger_tab();
	p_config_file->set_value(EDITOR_NODE_CONFIG_SECTION, "selected_default_debugger_tab_idx", selected_default_debugger_tab_idx);
	
	int selected_main_editor_idx = -1;
	for (int i = 0; i < main_editor_buttons.size(); i++) {
		if (main_editor_buttons[i]->is_pressed()) {
			selected_main_editor_idx = i;
			break;
		}
	}
	if (selected_main_editor_idx != -1) {
		p_config_file->set_value(EDITOR_NODE_CONFIG_SECTION, "selected_main_editor_idx", selected_main_editor_idx);
	} else {
		p_config_file->set_value(EDITOR_NODE_CONFIG_SECTION, "selected_main_editor_idx", Variant());
	}
}
void EditorNode::_load_central_editor_layout_from_config(Ref<ConfigFile> p_config_file) {