### 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
if (owner) {
					Ref<SceneState> ss_inst = owner->get_scene_instance_state();
					if (ss_inst.is_valid()) {
						ss_inst->update_instance_resource(p_instance_path, current_packed_scene);
					}
					owner->set_editable_instance(instantiated_node, is_editable);
				}
				
				for (AdditiveNodeEntry additive_node_entry : addition_list) {
					Node *parent_node = instantiated_node->get_node_or_null(additive_node_entry.parent);
					if (!parent_node) {
						parent_node = current_edited_scene;
					}
					parent_node->add_child(additive_node_entry.node);
					parent_node->move_child(additive_node_entry.node, additive_node_entry.index);
					
					if (additive_node_entry.owner == original_node) {
						additive_node_entry.owner = instantiated_node;
					}
					additive_node_entry.node->set_owner(additive_node_entry.owner);
					
					{
						Node2D *node_2d = Object::cast_to<Node2D>(additive_node_entry.node);
						if (node_2d) {
							node_2d->set_transform(additive_node_entry.transform_2d);
						}
						Node3D *node_3d = Object::cast_to<Node3D>(additive_node_entry.node);
						if (node_3d) {
							node_3d->set_transform(additive_node_entry.transform_3d);
						}