Describe the project you are working on:
I am working on a simple platformer game Mario clone right now just to learn how to use the engine.
Describe how this feature / enhancement will help your project:
My set up has 2 monitors with possibility of expanding in to 3 in a future. I would like the ability for Godot editor to have multiple un-dockable windows I can move around on my set up. Ideally I would be able to save configuration as a preset. This would make task of switching between room editor and code editor significantly easier. I could also have my inspector open in another screen without taking my monitor real estate.
Generally it would help me to have more things visible without needing to keep switching between them. I could have player scene open on right screen and level scene open on 2nd scene. I could have parent object open in one and child in other so I can better see all the available functions etc. Possibility with this are endless.
Show a mock up screenshots/video or a flow diagram explaining how your proposal will work:

I would see it working like here with Game Maker workspaces
Describe implementation detail for your proposal (in code), if possible:
I have not enough coding experience to give technical knowledge on how to accomplish what I request but I expect this would require significant rework to editor code itself.
If this enhancement will not be used often, can it be worked around with a few lines of script?:
This is enhancement that I would use 100% of a time while working on any project as it would help me to utilise more of a real estate I have in my current set up that is now just wasted space.
Is there a reason why this should be core and not an add-on in the asset library?:
It is something that majority of users would find useful it is a feature requested since Godot 2.1 days and if not in use would not interfere with single monitor workflow for others.
Bugsquad edit (keywords for easier searching): window, pop out, popout, pop up, popup
Hoping to be able to implement this for 4.0. The Vulkan back-end already supports multiple windows on the API side, but it needs to be implemented on every bakck-end. It will be quite a challenge, though.
I can imagine it's going to be a lot of work. 4.0 would be great timing and would definitely improve usability of the engine for many people. It was a thing I missed the most when I switched from game Maker 2
I like the idea. However I would like to be able to popup the editor window from the main editor.
I want to be able to see the scene and to edit its script at the same time but from different windows.
I've occasionally thought about consequences of multi-windowing like this.
I wrote a list of situations, which progressively influence the next ones as you read it so don't take all items as granted.
Although the following list isn't aiming at something like GameMaker workspace, it its more based on the way Godot works today, and how it could be expanded to multiple windows without too much work:
Quick Find, Find in files, Project Settings or messages would have to open on the focused window, even if the editor they relate to isn't in that window. For example: windows opening with a global shortcut. Moreover, they could even open as separate windows themselves, and be free from the limitation of being constrained within the viewport.With these things taken into account, the concept screenshot becomes more like this:

Since doing this can be quite a lot of work, splitting it in phases could help transitionning to this:
I think it is a feature that we all need but something that should be improved is the UI depending on the workspace we are using. For example, if a window has the text editor, it is not necessary to observe other buttons depending on another type of work or windows within that workspace.
+1 here for the multiple monitor support.
Just started using Godot and love the engine so far - but the lack of multiple monitor support (through whatever method) is a little frustrating. I'm constantly resizing windows to find stuff in the current layout. Personally, I'm a fan of floating windows.
With multi-window support now enabled for 4.0, does this make this proposal as-is redunant?
Partially fixed by godotengine/godot#37317.
Has someone already mentioned multiple 2D/3D view in this proposal? So that we can see different parts of the game at the same time? A bit similar to blender's multiview.
~Or even complete replication so that we can work on different scenes same time i.e, similar to running 2 instances of Godot editor with different scenes open.~ Seems like OP mentions this.
@Anutrix

I don't think those individual viewports were considered to become single windows though
I hope we can do this on 4.0, because I tried to use VSCode as an external editor to have the editor on another monitor, but the issue #10946 prevented me from using it.
Most helpful comment
Hoping to be able to implement this for 4.0. The Vulkan back-end already supports multiple windows on the API side, but it needs to be implemented on every bakck-end. It will be quite a challenge, though.