### 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
project_run_bar->stop_playing();
	_save_all_scenes();
}
void EditorNode::save_scene_list(Vector<String> p_scene_filenames) {
	for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
		Node *scene = editor_data.get_edited_scene_root(i);
		if (scene && (p_scene_filenames.find(scene->get_scene_file_path()) >= 0)) {
			_save_scene(scene->get_scene_file_path(), i);
		}
	}
}
void EditorNode::save_before_run() {
	current_menu_option = FILE_SAVE_AND_RUN;
	_menu_option_confirm(FILE_SAVE_AS_SCENE, true);
	file->set_title(TTR("Save scene before running..."));
}
void EditorNode::try_autosave() {
	if (!bool(EDITOR_GET("run/auto_save/save_before_running"))) {
		return;
	}
	if (unsaved_cache) {
		Node *scene = editor_data.get_edited_scene_root();
		if (scene && !scene->get_scene_file_path().is_empty()) { 
			_save_scene_with_preview(scene->get_scene_file_path());
		}
	}
	_menu_option(FILE_SAVE_ALL_SCENES);
	editor_data.save_editor_external_data();
}
void EditorNode::restart_editor() {