### 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
DEV_ASSERT(!singleton);
	singleton = this;
	Resource::_get_local_scene_func = _resource_get_edited_scene;
	{
		PortableCompressedTexture2D::set_keep_all_compressed_buffers(true);
		RenderingServer::get_singleton()->set_debug_generate_wireframes(true);
		AudioServer::get_singleton()->set_enable_tagging_used_audio_streams(true);
		
		if (NavigationServer3D::get_singleton()->get_debug_enabled()) {
			NavigationServer3D::get_singleton()->set_active(true);
		} else {
			NavigationServer3D::get_singleton()->set_active(false);
		}
		
		PhysicsServer3D::get_singleton()->set_active(false);
		PhysicsServer2D::get_singleton()->set_active(false);
		
		ScriptServer::set_scripting_enabled(false);
		Input::get_singleton()->set_use_accumulated_input(true);
		if (!DisplayServer::get_singleton()->is_touchscreen_available()) {
			
			Input::get_singleton()->set_emulate_touch_from_mouse(false);
		}