### 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
MAX_INIT_CALLBACKS = 128,
		MAX_BUILD_CALLBACKS = 128
	};
	struct BottomPanelItem {
		String name;
		Control *control = nullptr;
		Button *button = nullptr;
	};
	struct ExportDefer {
		String preset;
		String path;
		bool debug = false;
		bool pack_only = false;
	} export_defer;
	static EditorNode *singleton;
	EditorData editor_data;
	EditorFolding editor_folding;
	EditorSelectionHistory editor_history;
	EditorCommandPalette *command_palette = nullptr;
	EditorExport *editor_export = nullptr;
	EditorLog *log = nullptr;
	EditorNativeShaderSourceVisualizer *native_shader_source_visualizer = nullptr;
	EditorPlugin *editor_plugin_screen = nullptr;
	EditorPluginList *editor_plugins_force_input_forwarding = nullptr;
	EditorPluginList *editor_plugins_force_over = nullptr;
	EditorPluginList *editor_plugins_over = nullptr;
	EditorQuickOpen *quick_open = nullptr;
	EditorResourcePreview *resource_preview = nullptr;
	EditorSelection *editor_selection = nullptr;