### 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
reload_scene(E);
		reload_instances_with_path_in_edited_scenes(E);
	}
	scene_tabs->set_current_tab(current_tab);
}
void EditorNode::_sources_changed(bool p_exist) {
	if (waiting_for_first_scan) {
		waiting_for_first_scan = false;
		OS::get_singleton()->benchmark_end_measure("editor_scan_and_import");
		
		
		RenderingServer::get_singleton()->global_shader_parameters_load_settings(true);
		_load_editor_layout();
		if (!defer_load_scene.is_empty()) {
			OS::get_singleton()->benchmark_begin_measure("editor_load_scene");
			load_scene(defer_load_scene);
			defer_load_scene = "";
			OS::get_singleton()->benchmark_end_measure("editor_load_scene");
			OS::get_singleton()->benchmark_dump();
		}
		if (SurfaceUpgradeTool::get_singleton()->is_show_requested()) {
			SurfaceUpgradeTool::get_singleton()->show_popup();
		}
		
		if (!singleton->cmdline_export_mode) {
			EditorResourcePreview::get_singleton()->start();
		}
	}
}
void EditorNode::_scan_external_changes() {