Is there a way to create another inspector dock instance in a plugin?

Godot version 4.3.stable

Question

I’m trying to make a plugin in which I can have multiple inspectors open. Firstly I’m just trying to see if duplicating the inspector and adding it to a plugin is even possible. Has anyone done this before?

Attempts:

I played around with the code below in a Dock plugin. The EditorInspector instance shows up as a blank box, its not populated with anything and isn’t interactable. Is there something I’m missing to set up an instance of the inspector like the inspector dock in the editor?

@tool
extends Control

var insp:EditorInspector

func _ready() -> void:
	insp = EditorInspector.new() 
    # this doesn't work either
    # insp = EditorInterface.get_inspector().duplicate()
	add_child(insp)
	insp.set_anchors_preset(Control.PRESET_FULL_RECT)

func test():
	var resource = ResourceLoader.load("res://some_resource.tres")
	insp.resource_selected.emit(resource, resource.resource_path)

	# This opens the resource in the actual inspector dock
	# EditorInterface.get_inspector().resource_selected.emit(resource, resource.resource_path)

func _on_button_pressed() -> void:
	test()

Hi.
I don’t think this is even possible. As you should get the inspector by EditorInterface.get_inspector, this indicates that it is used as a singleton. Since there is no method or property to set the inspected node i would assume this is hard wired with the node tree.

It would be a nice addition to the editor to have such of an option.