### 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
opening_prev = false;
		if (prev != -1) {
			_set_current_scene(prev);
			editor_data.remove_scene(idx);
		}
		return ERR_FILE_NOT_FOUND;
	}
	dependency_errors.erase(lpath); 
	for (KeyValue<String, HashSet<String>> &E : dependency_errors) {
		String txt = vformat(TTR("Scene '%s' has broken dependencies:"), E.key) + "\n";
		for (const String &F : E.value) {
			txt += "\t" + F + "\n";
		}
		add_io_error(txt);
	}
	if (ResourceCache::has(lpath)) {
		
		Ref<PackedScene> ps = ResourceCache::get_ref(lpath);
		if (ps.is_valid()) {
			ps->replace_state(sdata->get_state());
			ps->set_last_modified_time(sdata->get_last_modified_time());
			sdata = ps;
		}
	} else {
		sdata->set_path(lpath, true); 
	}
	Node *new_scene = sdata->instantiate(p_set_inherited ? PackedScene::GEN_EDIT_STATE_MAIN_INHERITED : PackedScene::GEN_EDIT_STATE_MAIN);
	if (!new_scene) {
		sdata.unref();
		_dialog_display_load_error(lpath, ERR_FILE_CORRUPT);