### Godot version

v4.1.rc1.official [1f9e540f1]

### System information

Windows 10

### Issue description

Attempting to reorder the children of a TabContainer results in an unintended ordering and incorrect undo states.

Also happens in v4.0.3.stable.official [5222a99f5].

https://github.com/godotengine/godot/assets/3820082/2c2458e3-88ad-46d9-8a04-f289a049984a



### Steps to reproduce

1. Add a new TabContainer
2. Add a few children to it
3. Drag and drop to erroneously reorder them
4. Attempt to undo the change

### Minimal reproduction project

N/A
for (Node *E : node_clipboard) {
		memdelete(E);
	}
	node_clipboard.clear();
	clipboard_resource_remap.clear();
}
void SceneTreeDock::_create_remap_for_node(Node *p_node, HashMap<Ref<Resource>, Ref<Resource>> &r_remap) {
	List<PropertyInfo> props;
	p_node->get_property_list(&props);
	Vector<SceneState::PackState> states_stack;
	bool states_stack_ready = false;
	for (const PropertyInfo &E : props) {
		if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
			continue;
		}
		Variant v = p_node->get(E.name);
		if (v.is_ref_counted()) {
			Ref<Resource> res = v;
			if (res.is_valid()) {
				if (!states_stack_ready) {
					states_stack = PropertyUtils::get_node_states_stack(p_node);
					states_stack_ready = true;
				}
				bool is_valid_default = false;
				Variant orig = PropertyUtils::get_property_default_value(p_node, E.name, &is_valid_default, &states_stack);
				if (is_valid_default && !PropertyUtils::is_property_value_different(v, orig)) {
					continue;
				}