### 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
emit_signal(SNAME("tab_clicked"), p_tab);
}
void TabContainer::_on_tab_hovered(int p_tab) {
	emit_signal(SNAME("tab_hovered"), p_tab);
}
void TabContainer::_on_tab_changed(int p_tab) {
	callable_mp(this, &TabContainer::_repaint).call_deferred();
	emit_signal(SNAME("tab_changed"), p_tab);
}
void TabContainer::_on_tab_selected(int p_tab) {
	if (p_tab != get_previous_tab()) {
		callable_mp(this, &TabContainer::_repaint).call_deferred();
	}
	emit_signal(SNAME("tab_selected"), p_tab);
}
void TabContainer::_on_tab_button_pressed(int p_tab) {
	emit_signal(SNAME("tab_button_pressed"), p_tab);
}
void TabContainer::_on_active_tab_rearranged(int p_tab) {
	emit_signal(SNAME("active_tab_rearranged"), p_tab);
}
void TabContainer::_refresh_tab_names() {