### Godot version

v4.2.rc2.official [1ba920fad]

### System information

Godot v4.2.rc2 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 31.0.22023.1014) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

When I enter fullscreen mode in the editor with shift + f11 while being in or then going to the 3D editor, I can't exit it anymore by pressing the same keybind.

### Steps to reproduce

Create a new Godot project
Press shift + f11 to enable editor fullscreen
Go to the 3D editor
Try to exit editor fullscreen with shift + f11

### Minimal reproduction project

Create a new Godot project
void _save_scene_with_preview(String p_file, int p_idx = -1);
	bool _find_scene_in_use(Node *p_node, const String &p_path) const;
	void _update_dock_containers();
	void _dock_select_input(const Ref<InputEvent> &p_input);
	void _dock_move_left();
	void _dock_move_right();
	void _dock_select_draw();
	void _dock_pre_popup(int p_which);
	void _dock_split_dragged(int ofs);
	void _dock_popup_exit();
	void _dock_floating_close_request(WindowWrapper *p_wrapper);
	void _dock_make_selected_float();
	void _dock_make_float(Control *p_control, int p_slot_index, bool p_show_window = true);
	void _proceed_closing_scene_tabs();
	bool _is_closing_editor() const;
	Dictionary _get_main_scene_state();
	void _set_main_scene_state(Dictionary p_state, Node *p_for_scene);
	int _get_current_main_editor();
	void _save_editor_layout();
	void _load_editor_layout();
	void _save_docks_to_config(Ref<ConfigFile> p_layout, const String &p_section);
	void _restore_floating_dock(const Dictionary &p_dock_dump, Control *p_wrapper, int p_slot_index);
	void _load_docks_from_config(Ref<ConfigFile> p_layout, const String &p_section);
	void _update_dock_slots_visibility(bool p_keep_selected_tabs = false);
	void _dock_tab_changed(int p_tab);
	void _save_central_editor_layout_to_config(Ref<ConfigFile> p_config_file);
	void _load_central_editor_layout_from_config(Ref<ConfigFile> p_config_file);
	void _save_open_scenes_to_config(Ref<ConfigFile> p_layout);
	void _load_open_scenes_from_config(Ref<ConfigFile> p_layout);
	void _update_layouts_menu();