### 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 (int i = 0; i < bottom_panel_items.size(); i++) {
		if (bottom_panel_items[i].control->is_visible()) {
			_bottom_panel_switch(false, i);
			break;
		}
	}
}
void EditorNode::make_bottom_panel_item_visible(Control *p_item) {
	for (int i = 0; i < bottom_panel_items.size(); i++) {
		if (bottom_panel_items[i].control == p_item) {
			_bottom_panel_switch(true, i);
			break;
		}
	}
}
void EditorNode::raise_bottom_panel_item(Control *p_item) {
	for (int i = 0; i < bottom_panel_items.size(); i++) {
		if (bottom_panel_items[i].control == p_item) {
			bottom_panel_items[i].button->move_to_front();
			SWAP(bottom_panel_items.write[i], bottom_panel_items.write[bottom_panel_items.size() - 1]);
			break;
		}
	}
	for (int i = 0; i < bottom_panel_items.size(); i++) {
		bottom_panel_items[i].button->disconnect("toggled", callable_mp(this, &EditorNode::_bottom_panel_switch));
		bottom_panel_items[i].button->connect("toggled", callable_mp(this, &EditorNode::_bottom_panel_switch).bind(i));
	}
}
void EditorNode::remove_bottom_panel_item(Control *p_item) {