### 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
if (tabs_visible) {
		ms = tab_bar->get_minimum_size();
		if (!get_clip_tabs()) {
			if (get_popup()) {
				ms.x += theme_cache.menu_icon->get_width();
			}
			if (theme_cache.side_margin > 0 && get_tab_alignment() != TabBar::ALIGNMENT_CENTER &&
					(get_tab_alignment() != TabBar::ALIGNMENT_RIGHT || !get_popup())) {
				ms.x += theme_cache.side_margin;
			}
		}
	}
	Vector<Control *> controls = _get_tab_controls();
	Size2 largest_child_min_size;
	for (int i = 0; i < controls.size(); i++) {
		Control *c = controls[i];
		if (!c->is_visible_in_tree() && !use_hidden_tabs_for_min_size) {
			continue;
		}
		Size2 cms = c->get_combined_minimum_size();
		largest_child_min_size.x = MAX(largest_child_min_size.x, cms.x);
		largest_child_min_size.y = MAX(largest_child_min_size.y, cms.y);
	}
	ms.y += largest_child_min_size.y;
	Size2 panel_ms = theme_cache.panel_style->get_minimum_size();
	ms.x = MAX(ms.x, largest_child_min_size.x + panel_ms.x);
	ms.y += panel_ms.y;
	return ms;
}
void TabContainer::set_popup(Node *p_popup) {