### 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)

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);
						}