### 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
update_spinner_step_frame = frame + 1;
				
				if (EDITOR_GET("interface/editor/show_update_spinner")) {
					update_spinner->set_icon(theme->get_icon("Progress" + itos(update_spinner_step + 1), EditorStringName(EditorIcons)));
				}
			}
			editor_selection->update();
			ResourceImporterTexture::get_singleton()->update_imports();
			bottom_panel_updating = false;
			if (requested_first_scan) {
				requested_first_scan = false;
				OS::get_singleton()->benchmark_begin_measure("editor_scan_and_import");
				if (run_surface_upgrade_tool) {
					run_surface_upgrade_tool = false;
					SurfaceUpgradeTool::get_singleton()->connect("upgrade_finished", callable_mp(EditorFileSystem::get_singleton(), &EditorFileSystem::scan), CONNECT_ONE_SHOT);
					SurfaceUpgradeTool::get_singleton()->finish_upgrade();
				} else {
					EditorFileSystem::get_singleton()->scan();
				}
			}
		} break;
		case NOTIFICATION_ENTER_TREE: {
			get_tree()->set_disable_node_threading(true); 
			Engine::get_singleton()->set_editor_hint(true);
			Window *window = get_window();
			if (window) {
				
				window->connect("titlebar_changed", callable_mp(this, &EditorNode::_titlebar_resized));
			}