### 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
callable_mp_static(&EditorNode::_file_access_close_error_notify_impl).bind(p_str).call_deferred();
}
void EditorNode::_file_access_close_error_notify_impl(const String &p_str) {
	add_io_error(vformat(TTR("Unable to write to file '%s', file in use, locked or lacking permissions."), p_str));
}
void EditorNode::_notify_scene_updated(Node *p_node) {
	Skeleton3D *skel_3d = Object::cast_to<Skeleton3D>(p_node);
	if (skel_3d) {
		skel_3d->reset_bone_poses();
	} else {
		BoneAttachment3D *attachment = Object::cast_to<BoneAttachment3D>(p_node);
		if (attachment) {
			attachment->notify_rebind_required();
		}
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		_notify_scene_updated(p_node->get_child(i));
	}
}
void EditorNode::reload_scene(const String &p_path) {