### 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 (bool(EDITOR_GET("run/output/always_clear_output_on_play"))) {
		log->clear();
	}
	if (bool(EDITOR_GET("run/output/always_open_output_on_play"))) {
		make_bottom_panel_item_visible(log);
	}
}
void EditorNode::_project_run_stopped() {
	if (!bool(EDITOR_GET("run/output/always_close_output_on_stop"))) {
		return;
	}
	for (int i = 0; i < bottom_panel_items.size(); i++) {
		if (bottom_panel_items[i].control == log) {
			_bottom_panel_switch(false, i);
			break;
		}
	}
}
void EditorNode::notify_all_debug_sessions_exited() {
	project_run_bar->stop_playing();
}
void EditorNode::add_io_error(const String &p_error) {
	DEV_ASSERT(Thread::get_caller_id() == Thread::get_main_id());
	singleton->load_errors->add_image(singleton->theme->get_icon(SNAME("Error"), EditorStringName(EditorIcons)));
	singleton->load_errors->add_text(p_error + "\n");
	EditorInterface::get_singleton()->popup_dialog_centered_ratio(singleton->load_error_dialog, 0.5);
}
void EditorNode::add_io_warning(const String &p_warning) {