### 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
int current_menu_option = 0;
	SubViewport *scene_root = nullptr; 
	Object *current = nullptr;
	Ref<Resource> saving_resource;
	HashSet<Ref<Resource>> saving_resources_in_path;
	uint64_t update_spinner_step_msec = 0;
	uint64_t update_spinner_step_frame = 0;
	int update_spinner_step = 0;
	String _tmp_import_path;
	String external_file;
	String open_navigate;
	String saving_scene;
	DynamicFontImportSettings *fontdata_import_settings = nullptr;
	SceneImportSettings *scene_import_settings = nullptr;
	AudioStreamImportSettings *audio_stream_import_settings = nullptr;
	String import_reload_fn;
	HashSet<String> textfile_extensions;
	HashSet<FileDialog *> file_dialogs;
	HashSet<EditorFileDialog *> editor_file_dialogs;
	Vector<Ref<EditorResourceConversionPlugin>> resource_conversion_plugins;
	PrintHandlerList print_handler;
	HashMap<String, Ref<Texture2D>> icon_type_cache;
	SurfaceUpgradeTool *surface_upgrade_tool = nullptr;
	SurfaceUpgradeDialog *surface_upgrade_dialog = nullptr;
	bool run_surface_upgrade_tool = false;
	static EditorBuildCallback build_callbacks[MAX_BUILD_CALLBACKS];
	static EditorPluginInitializeCallback plugin_init_callbacks[MAX_INIT_CALLBACKS];
	static int build_callback_count;
	static int plugin_init_callback_count;
	static Vector<EditorNodeInitCallback> _init_callbacks;