### 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
case FILE_CLOSE_OTHERS: {
			tab_closing_menu_option = -1;
			for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
				if (i == editor_data.get_edited_scene()) {
					continue;
				}
				tabs_to_close.push_back(editor_data.get_scene_path(i));
			}
			_proceed_closing_scene_tabs();
		} break;
		case FILE_CLOSE_RIGHT: {
			tab_closing_menu_option = -1;
			for (int i = editor_data.get_edited_scene() + 1; i < editor_data.get_edited_scene_count(); i++) {
				tabs_to_close.push_back(editor_data.get_scene_path(i));
			}
			_proceed_closing_scene_tabs();
		} break;
		case FILE_CLOSE_ALL: {
			tab_closing_menu_option = -1;
			for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
				tabs_to_close.push_back(editor_data.get_scene_path(i));
			}
			_proceed_closing_scene_tabs();
		} break;
		case FILE_CLOSE: {
			_scene_tab_closed(editor_data.get_edited_scene());
		} break;
		case SCENE_TAB_CLOSE:
		case FILE_SAVE_SCENE: {
			int scene_idx = (p_option == FILE_SAVE_SCENE) ? -1 : tab_closing_idx;