### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows10,64,OpenGL API 3.3.0 NVIDIA 425.25 - Compatibility - Using Device: NVIDIA Corporation - GeForce MX250

### Issue description

When I change the tileset texture area size, godot crashes with the following error

The tileset contains a 107*35 sprite sheet

```
ERROR: UndoRedo history mismatch: expected 0, got 2.
   at: (editor/editor_undo_redo_manager.cpp:108)
```

### Steps to reproduce

1. create a tilemap node
2. create a tileset
3. click the tileset
4. drag the spritesheet(107*35) into the tileset
5. click yes with "auto create tiles in non-tra... "pop
6. change the tileset texture region size
7. program freezes
8.
 ```
ERROR: UndoRedo history mismatch: expected 0, got 2.
   at: (editor/editor_undo_redo_manager.cpp:108)
```

### Minimal reproduction project

[test1.zip](https://github.com/godotengine/godot/files/10918599/test1.zip)

HashMap<StringName, Variant> modified_properties = get_modified_properties_for_node(p_node);
		
		List<Connection> connections_to;
		p_node->get_all_signal_connections(&connections_to);
		List<ConnectionWithNodePath> valid_connections_to;
		for (const Connection &c : connections_to) {
			Node *connection_target_node = Object::cast_to<Node>(c.callable.get_object());
			if (connection_target_node) {
				
				if (!c.callable.is_custom()) {
					ConnectionWithNodePath connection_to;
					connection_to.connection = c;
					connection_to.node_path = p_node->get_path_to(connection_target_node);
					valid_connections_to.push_back(connection_to);
				}
			}
		}
		
		List<Connection> connections_from;
		p_node->get_signals_connected_to_this(&connections_from);
		List<Connection> valid_connections_from;
		for (const Connection &c : connections_from) {
			Node *source_node = Object::cast_to<Node>(c.signal.get_object());
			Node *valid_source_owner = nullptr;
			if (source_node) {
				valid_source_owner = source_node->get_owner();
				while (valid_source_owner) {
					if (valid_source_owner == p_root) {
						break;
					}