### 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
void _save_scene_with_preview(String p_file, int p_idx = -1);
	bool _find_scene_in_use(Node *p_node, const String &p_path) const;
	void _update_dock_containers();
	void _dock_select_input(const Ref<InputEvent> &p_input);
	void _dock_move_left();
	void _dock_move_right();
	void _dock_select_draw();
	void _dock_pre_popup(int p_which);
	void _dock_split_dragged(int ofs);
	void _dock_popup_exit();
	void _dock_floating_close_request(WindowWrapper *p_wrapper);
	void _dock_make_selected_float();
	void _dock_make_float(Control *p_control, int p_slot_index, bool p_show_window = true);
	void _proceed_closing_scene_tabs();
	bool _is_closing_editor() const;
	Dictionary _get_main_scene_state();
	void _set_main_scene_state(Dictionary p_state, Node *p_for_scene);
	int _get_current_main_editor();
	void _save_editor_layout();
	void _load_editor_layout();
	void _save_docks_to_config(Ref<ConfigFile> p_layout, const String &p_section);
	void _restore_floating_dock(const Dictionary &p_dock_dump, Control *p_wrapper, int p_slot_index);
	void _load_docks_from_config(Ref<ConfigFile> p_layout, const String &p_section);
	void _update_dock_slots_visibility(bool p_keep_selected_tabs = false);
	void _dock_tab_changed(int p_tab);
	void _save_central_editor_layout_to_config(Ref<ConfigFile> p_config_file);
	void _load_central_editor_layout_from_config(Ref<ConfigFile> p_config_file);
	void _save_open_scenes_to_config(Ref<ConfigFile> p_layout);
	void _load_open_scenes_from_config(Ref<ConfigFile> p_layout);
	void _update_layouts_menu();