### 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
HashMap<NodePath, ModificationNodeEntry> modification_table;
				List<AdditiveNodeEntry> addition_list;
				update_diff_data_for_node(current_edited_scene, original_node, original_node, modification_table, addition_list);
				
				for (const KeyValue<NodePath, ModificationNodeEntry> &modification_table_entry : modification_table) {
					for (Connection conn : modification_table_entry.value.connections_from) {
						conn.signal.get_object()->disconnect(conn.signal.get_name(), conn.callable);
					}
					for (ConnectionWithNodePath cwnp : modification_table_entry.value.connections_to) {
						Connection conn = cwnp.connection;
						if (conn.flags & CONNECT_PERSIST) {
							conn.signal.get_object()->disconnect(conn.signal.get_name(), conn.callable);
						}
					}
				}
				
				List<NodePath> selected_node_paths;
				for (Node *selected_node : editor_selection->get_selected_node_list()) {
					if (selected_node == original_node || original_node->is_ancestor_of(selected_node)) {
						selected_node_paths.push_back(original_node->get_path_to(selected_node));
						editor_selection->remove_node(selected_node);
					}
				}
				
				for (AdditiveNodeEntry additive_node_entry : addition_list) {
					Node *addition_node = additive_node_entry.node;
					addition_node->get_parent()->remove_child(addition_node);
				}