### 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
dock_slot[nrect]->show();
			dock_select->queue_redraw();
			_update_dock_containers();
			_edit_current();
			_save_editor_layout();
		}
	}
}
void EditorNode::_dock_popup_exit() {
	dock_select_rect_over_idx = -1;
	dock_select->queue_redraw();
}
void EditorNode::_dock_pre_popup(int p_which) {
	dock_popup_selected_idx = p_which;
}
void EditorNode::_dock_move_left() {
	if (dock_popup_selected_idx < 0 || dock_popup_selected_idx >= DOCK_SLOT_MAX) {
		return;
	}
	Control *current_ctl = dock_slot[dock_popup_selected_idx]->get_tab_control(dock_slot[dock_popup_selected_idx]->get_current_tab());
	Control *prev_ctl = dock_slot[dock_popup_selected_idx]->get_tab_control(dock_slot[dock_popup_selected_idx]->get_current_tab() - 1);
	if (!current_ctl || !prev_ctl) {
		return;
	}
	dock_slot[dock_popup_selected_idx]->move_child(current_ctl, prev_ctl->get_index(false));
	dock_select->queue_redraw();
	_edit_current();
	_save_editor_layout();
}
void EditorNode::_dock_move_right() {