### Godot version

4.1 Stable

### System information

MacBook Ventura 13.4

### Issue description

Undo/Redo manager `history_changed` events stop being emitted when clicking on the same editor inspector property. This also stops creating Undo/Redo events, so "undo" actions stop working.

### Steps to reproduce

The steps to reproduce is kind of finnicky, but I was able to reproduce it with relative easy using the "position" propert:

- Click "Y" position and change it to any value; press Enter.
- Click the "Y" position again and change it to any value; press Enter.
- Click the "Y" position again (again), and change it to any value; press Enter.

On the third time changing the value, "history_changed" events stop being emitted. Checking the "History" tab, you'll see only the two events are logged (other changes in the position are not).



### Minimal reproduction project

This can be reproduced in any project, but I'm attaching a project with an addon that logs a "history_changed" event on the console so you know when it stops being emitted.
[HistoryIssue.zip](https://github.com/godotengine/godot/files/12053128/HistoryIssue.zip)

UndoRedo *undo_redo = get_history_for_object(p_object).undo_redo;
	undo_redo->add_do_property(p_object, p_property, p_value);
}
void EditorUndoRedoManager::add_undo_property(Object *p_object, const StringName &p_property, const Variant &p_value) {
	UndoRedo *undo_redo = get_history_for_object(p_object).undo_redo;
	undo_redo->add_undo_property(p_object, p_property, p_value);
}
void EditorUndoRedoManager::add_do_reference(Object *p_object) {
	UndoRedo *undo_redo = get_history_for_object(p_object).undo_redo;
	undo_redo->add_do_reference(p_object);
}
void EditorUndoRedoManager::add_undo_reference(Object *p_object) {
	UndoRedo *undo_redo = get_history_for_object(p_object).undo_redo;
	undo_redo->add_undo_reference(p_object);
}
void EditorUndoRedoManager::commit_action(bool p_execute) {