### 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
if (menu_hovered) {
		menu_hovered = false;
		queue_redraw();
	}
}
Vector<Control *> TabContainer::_get_tab_controls() const {
	Vector<Control *> controls;
	for (int i = 0; i < get_child_count(); i++) {
		Control *control = Object::cast_to<Control>(get_child(i));
		if (!control || control->is_set_as_top_level() || control == tab_bar || children_removing.has(control)) {
			continue;
		}
		controls.push_back(control);
	}
	return controls;
}
Variant TabContainer::_get_drag_data_fw(const Point2 &p_point, Control *p_from_control) {
	if (!drag_to_rearrange_enabled) {
		return Variant();
	}
	return tab_bar->_handle_get_drag_data("tab_container_tab", p_point);
}
bool TabContainer::_can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from_control) const {