### 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
Vector<Control *> controls = _get_tab_controls();
	for (int i = 0; i < controls.size(); i++) {
		if (!controls[i]->has_meta("_tab_name") && String(controls[i]->get_name()) != get_tab_title(i)) {
			tab_bar->set_tab_title(i, controls[i]->get_name());
		}
	}
}
void TabContainer::add_child_notify(Node *p_child) {
	Container::add_child_notify(p_child);
	if (p_child == tab_bar) {
		return;
	}
	Control *c = Object::cast_to<Control>(p_child);
	if (!c || c->is_set_as_top_level()) {
		return;
	}
	c->hide();
	tab_bar->add_tab(p_child->get_name());
	_update_margins();
	if (get_tab_count() == 1) {
		queue_redraw();
	}
	p_child->connect("renamed", callable_mp(this, &TabContainer::_refresh_tab_names));
	
	if (!is_inside_tree()) {
		callable_mp(this, &TabContainer::_repaint).call_deferred();
	}
}
void TabContainer::move_child_notify(Node *p_child) {