### 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
ERR_FAIL_NULL_V(p_object, StringName());
	Ref<Script> scr = p_object->get_script();
	if (scr.is_null() && Object::cast_to<Script>(p_object)) {
		scr = p_object;
	}
	if (scr.is_valid()) {
		Ref<Script> base_scr = scr;
		while (base_scr.is_valid()) {
			StringName name = EditorNode::get_editor_data().script_class_get_name(base_scr->get_path());
			if (name != StringName()) {
				return name;
			}
			
			StringName base = base_scr->get_instance_base_type();
			if (base != StringName() && EditorNode::get_editor_data().get_custom_types().has(base)) {
				const Vector<EditorData::CustomType> &types = EditorNode::get_editor_data().get_custom_types()[base];
				for (int i = 0; i < types.size(); ++i) {
					if (types[i].script == base_scr) {
						return types[i].name;
					}
				}
			}
			base_scr = base_scr->get_base_script();
		}
	}
	return StringName();
}
void EditorNode::_pick_main_scene_custom_action(const String &p_custom_action_name) {