### 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
dock_float->connect("pressed", callable_mp(this, &EditorNode::_dock_make_selected_float));
		dock_vb->add_child(dock_float);
	}
	dock_select_popup->reset_size();
	for (int i = 0; i < DOCK_SLOT_MAX; i++) {
		dock_slot[i]->set_custom_minimum_size(Size2(170, 0) * EDSCALE);
		dock_slot[i]->set_v_size_flags(Control::SIZE_EXPAND_FILL);
		dock_slot[i]->set_popup(dock_select_popup);
		dock_slot[i]->connect("pre_popup_pressed", callable_mp(this, &EditorNode::_dock_pre_popup).bind(i));
		dock_slot[i]->set_drag_to_rearrange_enabled(true);
		dock_slot[i]->set_tabs_rearrange_group(1);
		dock_slot[i]->connect("tab_changed", callable_mp(this, &EditorNode::_dock_tab_changed));
		dock_slot[i]->set_use_hidden_tabs_for_min_size(true);
	}
	editor_layout_save_delay_timer = memnew(Timer);
	add_child(editor_layout_save_delay_timer);
	editor_layout_save_delay_timer->set_wait_time(0.5);
	editor_layout_save_delay_timer->set_one_shot(true);
	editor_layout_save_delay_timer->connect("timeout", callable_mp(this, &EditorNode::_save_editor_layout));
	top_split = memnew(VSplitContainer);
	center_split->add_child(top_split);
	top_split->set_v_size_flags(Control::SIZE_EXPAND_FILL);
	top_split->set_collapsed(true);
	VBoxContainer *srt = memnew(VBoxContainer);
	srt->set_v_size_flags(Control::SIZE_EXPAND_FILL);
	srt->add_theme_constant_override("separation", 0);
	top_split->add_child(srt);
	scene_tabs = memnew(EditorSceneTabs);
	srt->add_child(scene_tabs);
	scene_tabs->connect("tab_changed", callable_mp(this, &EditorNode::_set_current_scene));