### 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
if (p_editor->has_main_screen()) {
		Button *tb = memnew(Button);
		tb->set_flat(true);
		tb->set_toggle_mode(true);
		tb->connect("pressed", callable_mp(singleton, &EditorNode::editor_select).bind(singleton->main_editor_buttons.size()));
		tb->set_name(p_editor->get_name());
		tb->set_text(p_editor->get_name());
		Ref<Texture2D> icon = p_editor->get_icon();
		if (icon.is_valid()) {
			tb->set_icon(icon);
			
			icon->connect_changed(callable_mp((Control *)tb, &Control::update_minimum_size));
		} else if (singleton->theme->has_icon(p_editor->get_name(), EditorStringName(EditorIcons))) {
			tb->set_icon(singleton->theme->get_icon(p_editor->get_name(), EditorStringName(EditorIcons)));
		}
		tb->add_theme_font_override("font", singleton->theme->get_font(SNAME("main_button_font"), EditorStringName(EditorFonts)));
		tb->add_theme_font_size_override("font_size", singleton->theme->get_font_size(SNAME("main_button_font_size"), EditorStringName(EditorFonts)));
		singleton->main_editor_buttons.push_back(tb);
		singleton->main_editor_button_hb->add_child(tb);
		singleton->editor_table.push_back(p_editor);
		singleton->distraction_free->move_to_front();
	}
	singleton->editor_data.add_editor_plugin(p_editor);
	singleton->add_child(p_editor);
	if (p_config_changed) {
		p_editor->enable_plugin();
	}
}
void EditorNode::remove_editor_plugin(EditorPlugin *p_editor, bool p_config_changed) {