### Godot version

4.0 9f68d06

### System information

Windows 10 x64

### Issue description

When changing any property of tile source, e.g. name:
![image](https://user-images.githubusercontent.com/2223172/219977766-9babbd6c-cd75-41a0-a167-fe6da039d05e.png)
This error appears in the output:
```
UndoRedo history mismatch: expected 0, got 2.
Set name
```
It means that there is an undo action that starts with a global object and continues with a scene one.

Only happens when the TileSet is built-in and it makes the changes to the tileset being registered as global, i.e. not related to its scene (which results in history inconsistency after closing the scene).

I did some debugging and the action comes from inspector, which edits TileSetAtlasSourceEditor and then TileSetAtlasSource. I don't know what exactly triggers it; the properties should be only set on TileSetAtlasSource.

### Steps to reproduce

1. Add scene
2. Add tilemap
3. Add tileset (don't save it to a file)
4. Edit tileset
5. Add atlas source (e.g. drop icon.svg)
6. Change atlas name
7. Observe output

### Minimal reproduction project

N/A
for (const KeyValue<String, TileDataEditor *> &E : tile_data_editors) {
		E.value->hide();
		E.value->get_toolbar()->hide();
	}
	if (tile_data_editors.has(property)) {
		current_tile_data_editor = tile_data_editors[property];
	} else {
		current_tile_data_editor = nullptr;
	}
	
	if (current_tile_data_editor) {
		current_tile_data_editor_toolbar = current_tile_data_editor->get_toolbar();
		current_property = property;
		current_tile_data_editor->set_visible(tools_button_group->get_pressed_button() == tool_paint_button);
		current_tile_data_editor_toolbar->set_visible(tools_button_group->get_pressed_button() == tool_paint_button);
	}
}
void TileSetAtlasSourceEditor::_tile_data_editor_dropdown_button_draw() {
	if (!has_theme_icon(SNAME("arrow"), SNAME("OptionButton"))) {
		return;
	}
	RID ci = tile_data_editor_dropdown_button->get_canvas_item();
	Ref<Texture2D> arrow = Control::get_theme_icon(SNAME("arrow"), SNAME("OptionButton"));
	Color clr = Color(1, 1, 1);
	if (get_theme_constant(SNAME("modulate_arrow"))) {
		switch (tile_data_editor_dropdown_button->get_draw_mode()) {
			case BaseButton::DRAW_PRESSED:
				clr = get_theme_color(SNAME("font_pressed_color"));
				break;