### 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
case RenderingDevice::DeviceType::DEVICE_TYPE_VIRTUAL_GPU:
			device_type_string = "virtual";
			break;
		case RenderingDevice::DeviceType::DEVICE_TYPE_CPU:
			device_type_string = "(software emulation on CPU)";
			break;
		case RenderingDevice::DeviceType::DEVICE_TYPE_OTHER:
		case RenderingDevice::DeviceType::DEVICE_TYPE_MAX:
			break; 
	}
	const Vector<String> video_adapter_driver_info = OS::get_singleton()->get_video_adapter_driver_info();
	const String processor_name = OS::get_singleton()->get_processor_name();
	const int processor_count = OS::get_singleton()->get_processor_count();
	
	if (rendering_method == "forward_plus") {
		rendering_method = "Forward+";
	} else if (rendering_method == "mobile") {
		rendering_method = "Mobile";
	} else if (rendering_method == "gl_compatibility") {
		rendering_method = "Compatibility";
		driver_name = GLOBAL_GET("rendering/gl_compatibility/driver");
	}
	if (driver_name == "vulkan") {
		driver_name = "Vulkan";
	} else if (driver_name.begins_with("opengl3")) {
		driver_name = "GLES3";
	}
	
	Vector<String> info;
	info.push_back(godot_version);