### Godot version

v4.2.dev3.official [013e8e3af]

### System information

Windows 11, Core i5-12400F, RX 6600

### Issue description

TileSet->Setup->Separation maybe should have "px" like rest?
![Screenshot 2023-08-21 162202](https://github.com/godotengine/godot/assets/962340/3c6b9a97-7520-4610-8153-7882cc9c303f)
I know this is pixels from testing it.

TileSet->Select is this Animation Separation "px" too? idk
![Screenshot 2023-08-21 162131](https://github.com/godotengine/godot/assets/962340/fcb580e3-9ff7-41d8-92d3-e585841d3803)
I tried setting up animation separation and got a not enough room error, so maybe not "px". idk


Thanks.


### Steps to reproduce

- open TileSet->Setup->Separation, note some have "px" and one doesn't
- open TileSet->Select, is this separation "px" too?


### Minimal reproduction project

n/a
new_base_tiles_coords = _get_drag_offset_tile_coords(Vector2i(0, 1));
					new_rect.set_end(Vector2i(new_rect.get_end().x, MAX(new_base_tiles_coords.y, old_rect.position.y + 1)));
				}
				if (tile_set_atlas_source->has_room_for_tile(new_rect.position, new_rect.size, tile_set_atlas_source->get_tile_animation_columns(drag_current_tile), tile_set_atlas_source->get_tile_animation_separation(drag_current_tile), tile_set_atlas_source->get_tile_animation_frames_count(drag_current_tile), drag_current_tile)) {
					tile_set_atlas_source->move_tile_in_atlas(drag_current_tile, new_rect.position, new_rect.size);
					selection.clear();
					selection.insert({ new_rect.position, 0 });
					drag_current_tile = new_rect.position;
					
					tile_set_changed_needs_update = false;
					_update_tile_inspector();
					_update_atlas_view();
					_update_tile_id_label();
					_update_current_tile_data_editor();
				}
			}
			
			tile_atlas_control->queue_redraw();
			tile_atlas_control_unscaled->queue_redraw();
			alternative_tiles_control->queue_redraw();
			alternative_tiles_control_unscaled->queue_redraw();
			tile_atlas_view->queue_redraw();
			return;
		}
		Ref<InputEventMouseButton> mb = p_event;
		if (mb.is_valid()) {
			Vector2 mouse_local_pos = tile_atlas_control->get_local_mouse_position();
			if (mb->get_button_index() == MouseButton::LEFT) {
				if (mb->is_pressed()) {