### 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 ERR_FILE_NOT_FOUND;
	}
	int prev = editor_data.get_edited_scene();
	int idx = editor_data.add_edited_scene(-1);
	if (!editor_data.get_edited_scene_root() && editor_data.get_edited_scene_count() == 2) {
		_remove_edited_scene();
	} else if (p_silent_change_tab) {
		_set_current_scene_nocheck(idx);
	} else {
		_set_current_scene(idx);
	}
	dependency_errors.clear();
	Error err;
	Ref<PackedScene> sdata = ResourceLoader::load(lpath, "", ResourceFormatLoader::CACHE_MODE_REPLACE, &err);
	if (!p_ignore_broken_deps && dependency_errors.has(lpath)) {
		current_menu_option = -1;
		Vector<String> errors;
		for (const String &E : dependency_errors[lpath]) {
			errors.push_back(E);
		}
		dependency_error->show(DependencyErrorDialog::MODE_SCENE, lpath, errors);
		opening_prev = false;
		if (prev != -1) {
			_set_current_scene(prev);
			editor_data.remove_scene(idx);
		}
		return ERR_FILE_MISSING_DEPENDENCIES;
	}
	if (!sdata.is_valid()) {
		_dialog_display_load_error(lpath, err);