### 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
Vector<HSplitContainer *> hsplits;
	
	EditorSceneTabs *scene_tabs = nullptr;
	int tab_closing_idx = 0;
	List<String> tabs_to_close;
	int tab_closing_menu_option = -1;
	bool exiting = false;
	bool dimmed = false;
	DisplayServer::WindowMode prev_mode = DisplayServer::WINDOW_MODE_MAXIMIZED;
	int old_split_ofs = 0;
	VSplitContainer *top_split = nullptr;
	HBoxContainer *bottom_hb = nullptr;
	Control *vp_base = nullptr;
	Label *project_title = nullptr;
	Control *left_menu_spacer = nullptr;
	Control *right_menu_spacer = nullptr;
	EditorTitleBar *title_bar = nullptr;
	EditorRunBar *project_run_bar = nullptr;
	VBoxContainer *main_screen_vbox = nullptr;
	MenuBar *main_menu = nullptr;
	PopupMenu *file_menu = nullptr;
	PopupMenu *project_menu = nullptr;
	PopupMenu *debug_menu = nullptr;
	PopupMenu *settings_menu = nullptr;
	PopupMenu *help_menu = nullptr;
	PopupMenu *tool_menu = nullptr;
	PopupMenu *export_as_menu = nullptr;
	Button *export_button = nullptr;
	Button *search_button = nullptr;
	TextureProgressBar *audio_vu = nullptr;