### 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 plugins_list;
	}
	void make_visible(bool p_visible);
	void edit(Object *p_object);
	bool forward_gui_input(const Ref<InputEvent> &p_event);
	void forward_canvas_draw_over_viewport(Control *p_overlay);
	void forward_canvas_force_draw_over_viewport(Control *p_overlay);
	EditorPlugin::AfterGUIInput forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event, bool serve_when_force_input_enabled);
	void forward_3d_draw_over_viewport(Control *p_overlay);
	void forward_3d_force_draw_over_viewport(Control *p_overlay);
	void add_plugin(EditorPlugin *p_plugin);
	void remove_plugin(EditorPlugin *p_plugin);
	void clear();
	bool is_empty();
	EditorPluginList();
	~EditorPluginList();
};
struct EditorProgressBG {
	String task;
	void step(int p_step = -1) { EditorNode::progress_task_step_bg(task, p_step); }
	EditorProgressBG(const String &p_task, const String &p_label, int p_amount) {
		EditorNode::progress_add_task_bg(p_task, p_label, p_amount);
		task = p_task;
	}
	~EditorProgressBG() { EditorNode::progress_end_task_bg(task); }
};
#endif