### 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
return tab_bar->get_tab_count();
}
void TabContainer::set_current_tab(int p_current) {
	if (!is_inside_tree()) {
		setup_current_tab = p_current;
		return;
	}
	tab_bar->set_current_tab(p_current);
}
int TabContainer::get_current_tab() const {
	return tab_bar->get_current_tab();
}
int TabContainer::get_previous_tab() const {
	return tab_bar->get_previous_tab();
}
bool TabContainer::select_previous_available() {
	return tab_bar->select_previous_available();
}
bool TabContainer::select_next_available() {
	return tab_bar->select_next_available();
}
Control *TabContainer::get_tab_control(int p_idx) const {
	Vector<Control *> controls = _get_tab_controls();
	if (p_idx >= 0 && p_idx < controls.size()) {
		return controls[p_idx];
	} else {
		return nullptr;
	}
}
Control *TabContainer::get_current_tab_control() const {