### 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
EditorInspector::cleanup_plugins();
	EditorTranslationParser::get_singleton()->clean_parsers();
	ResourceImporterScene::clean_up_importer_plugins();
	remove_print_handler(&print_handler);
	EditorHelp::cleanup_doc();
	memdelete(editor_selection);
	memdelete(editor_plugins_over);
	memdelete(editor_plugins_force_over);
	memdelete(editor_plugins_force_input_forwarding);
	memdelete(progress_hb);
	memdelete(surface_upgrade_tool);
	EditorSettings::destroy();
	EditorColorMap::finish();
	EditorTheme::finalize();
	GDExtensionEditorPlugins::editor_node_add_plugin = nullptr;
	GDExtensionEditorPlugins::editor_node_remove_plugin = nullptr;
	FileDialog::get_icon_func = nullptr;
	FileDialog::register_func = nullptr;
	FileDialog::unregister_func = nullptr;
	EditorFileDialog::get_icon_func = nullptr;
	EditorFileDialog::register_func = nullptr;
	EditorFileDialog::unregister_func = nullptr;
	file_dialogs.clear();
	editor_file_dialogs.clear();
	singleton = nullptr;
}
/*
 * EDITOR PLUGIN LIST
 */
void EditorPluginList::make_visible(bool p_visible) {