### 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
Ref<InputEventMouse> me = p_input;
	if (me.is_valid()) {
		Vector2 point = me->get_position();
		int nrect = -1;
		for (int i = 0; i < DOCK_SLOT_MAX; i++) {
			if (dock_select_rect[i].has_point(point)) {
				nrect = i;
				break;
			}
		}
		if (nrect != dock_select_rect_over_idx) {
			dock_select->queue_redraw();
			dock_select_rect_over_idx = nrect;
		}
		if (nrect == -1) {
			return;
		}
		Ref<InputEventMouseButton> mb = me;
		if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && mb->is_pressed() && dock_popup_selected_idx != nrect) {
			dock_slot[nrect]->move_tab_from_tab_container(dock_slot[dock_popup_selected_idx], dock_slot[dock_popup_selected_idx]->get_current_tab(), dock_slot[nrect]->get_tab_count());
			if (dock_slot[dock_popup_selected_idx]->get_tab_count() == 0) {
				dock_slot[dock_popup_selected_idx]->hide();
			} else {
				dock_slot[dock_popup_selected_idx]->set_current_tab(0);
			}
			dock_popup_selected_idx = nrect;