### 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
Transform3D transform_3d;
		
		HashMap<Node *, Node *> ownership_table;
	};
	struct ConnectionWithNodePath {
		Connection connection;
		NodePath node_path;
	};
	struct ModificationNodeEntry {
		HashMap<StringName, Variant> property_table;
		List<ConnectionWithNodePath> connections_to;
		List<Connection> connections_from;
		List<Node::GroupInfo> groups;
	};
	void update_ownership_table_for_addition_node_ancestors(Node *p_current_node, HashMap<Node *, Node *> &p_ownership_table);
	void update_diff_data_for_node(
			Node *p_edited_scene,
			Node *p_root,
			Node *p_node,
			HashMap<NodePath, ModificationNodeEntry> &p_modification_table,
			List<AdditiveNodeEntry> &p_addition_list);
	bool is_scene_open(const String &p_path);
	void setup_color_picker(ColorPicker *p_picker);
	void request_instantiate_scene(const String &p_path);
	void request_instantiate_scenes(const Vector<String> &p_files);
	void set_convert_old_scene(bool p_old) { convert_old = p_old; }
	void notify_all_debug_sessions_exited();
	OS::ProcessID has_child_process(OS::ProcessID p_pid) const;
	void stop_child_process(OS::ProcessID p_pid);
	Ref<Theme> get_editor_theme() const { return theme; }