### 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
return EditorNode::get_singleton()->get_edited_scene();
}
void EditorNode::_print_handler(void *p_this, const String &p_string, bool p_error, bool p_rich) {
	callable_mp_static(&EditorNode::_print_handler_impl).bind(p_string, p_error, p_rich).call_deferred();
}
void EditorNode::_print_handler_impl(const String &p_string, bool p_error, bool p_rich) {
	if (!singleton) {
		return;
	}
	if (p_error) {
		singleton->log->add_message(p_string, EditorLog::MSG_TYPE_ERROR);
	} else if (p_rich) {
		singleton->log->add_message(p_string, EditorLog::MSG_TYPE_STD_RICH);
	} else {
		singleton->log->add_message(p_string, EditorLog::MSG_TYPE_STD);
	}
}
static void _execute_thread(void *p_ud) {