### 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
}
	for (EditorPlugin *plugin : to_remove) {
		active_plugins[owner_id].erase(plugin);
	}
	
	for (EditorPlugin *plugin : available_plugins) {
		if (active_plugins[owner_id].has(plugin)) {
			
			plugin->edit(p_object);
			continue;
		}
		if (active_plugins.has(plugin->get_instance_id())) {
			
			plugin->edit(p_object);
			continue;
		}
		
		for (KeyValue<ObjectID, HashSet<EditorPlugin *>> &kv : active_plugins) {
			if (kv.key != owner_id) {
				EditorPropertyResource *epres = Object::cast_to<EditorPropertyResource>(ObjectDB::get_instance(kv.key));
				if (epres && kv.value.has(plugin)) {
					
					epres->fold_resource();
				}
				kv.value.erase(plugin);
			}
		}
		
		active_plugins[owner_id].insert(plugin);
		_plugin_over_edit(plugin, p_object);