### 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
ERR_FAIL_NULL(p_editing_owner);
	
	if (!p_object || _is_class_editor_disabled_by_feature_profile(p_object->get_class())) {
		
		hide_unused_editors(p_editing_owner);
		return;
	}
	
	Vector<EditorPlugin *> available_plugins = editor_data.get_handling_sub_editors(p_object);
	if (available_plugins.is_empty()) {
		
		hide_unused_editors(p_editing_owner);
		return;
	}
	ObjectID owner_id = p_editing_owner->get_instance_id();
	
	
	List<EditorPlugin *> to_remove;
	for (EditorPlugin *plugin : active_plugins[owner_id]) {
		if (!available_plugins.has(plugin)) {
			to_remove.push_back(plugin);
			if (plugin->can_auto_hide()) {
				_plugin_over_edit(plugin, nullptr);
			} else {
				
				_plugin_over_self_own(plugin);
			}
		}