### 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
void _layout_menu_option(int p_id);
	void _update_addon_config();
	void _toggle_distraction_free_mode();
	void _inherit_imported(const String &p_action);
	void _open_imported();
	void _update_update_spinner();
	void _resources_changed(const Vector<String> &p_resources);
	void _scan_external_changes();
	void _reload_modified_scenes();
	void _reload_project_settings();
	void _resave_scenes(String p_str);
	void _feature_profile_changed();
	bool _is_class_editor_disabled_by_feature_profile(const StringName &p_class);
	Ref<Texture2D> _get_class_or_script_icon(const String &p_class, const Ref<Script> &p_script, const String &p_fallback = "Object", bool p_fallback_script_to_theme = false);
	void _pick_main_scene_custom_action(const String &p_custom_action_name);
	void _immediate_dialog_confirmed();
	void _select_default_main_screen_plugin();
	void _bottom_panel_switch(bool p_enable, int p_idx);
	void _bottom_panel_raise_toggled(bool);
	void _begin_first_scan();
	void _notify_scene_updated(Node *p_node);
protected:
	friend class FileSystemDock;
	static void _bind_methods();
	void _notification(int p_what);
public:
	
	void _on_plugin_ready(Object *p_script, const String &p_activate_name);
	void editor_select(int p_which);
	void set_visible_editor(EditorTable p_table) { editor_select(p_table); }