### 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
#include "tab_container.h"
#include "scene/gui/box_container.h"
#include "scene/gui/label.h"
#include "scene/gui/texture_rect.h"
#include "scene/theme/theme_db.h"
int TabContainer::_get_top_margin() const {
	int height = 0;
	if (tabs_visible && get_tab_count() > 0) {
		height = tab_bar->get_minimum_size().height;
	}
	return height;
}
void TabContainer::gui_input(const Ref<InputEvent> &p_event) {
	ERR_FAIL_COND(p_event.is_null());
	Ref<InputEventMouseButton> mb = p_event;
	Popup *popup = get_popup();
	if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT) {
		Point2 pos = mb->get_position();
		Size2 size = get_size();
		
		if (pos.y > _get_top_margin()) {
			return;
		}
		
		if (is_layout_rtl()) {
			if (popup && pos.x < theme_cache.menu_icon->get_width()) {
				emit_signal(SNAME("pre_popup_pressed"));
				Vector2 popup_pos = get_screen_position();