### Godot version

4 rc 6

### System information

win 11

### Issue description

if u right click on tile in tileset editor in setup tab you get "delete delete" as an option but if u actually press the delete key it tries to delete the node in the scene tree

### Steps to reproduce

make tileset
add tile
try to delete tile with delete key

### Minimal reproduction project

N/A
tile_data_terrains_editor->connect("needs_redraw", callable_mp((CanvasItem *)alternative_tiles_control_unscaled, &Control::queue_redraw));
		tile_data_editors["terrain_set"] = tile_data_terrains_editor;
	}
	
	ADD_TILE_DATA_EDITOR(root, TTR("Probability"), "probability");
	if (!tile_data_editors.has("probability")) {
		TileDataDefaultEditor *tile_data_probability_editor = memnew(TileDataDefaultEditor());
		tile_data_probability_editor->hide();
		tile_data_probability_editor->setup_property_editor(Variant::FLOAT, "probability", "", 1.0);
		tile_data_probability_editor->connect("needs_redraw", callable_mp((CanvasItem *)tile_atlas_control_unscaled, &Control::queue_redraw));
		tile_data_probability_editor->connect("needs_redraw", callable_mp((CanvasItem *)alternative_tiles_control_unscaled, &Control::queue_redraw));
		tile_data_editors["probability"] = tile_data_probability_editor;
	}
	
	ADD_TILE_DATA_EDITOR_GROUP(TTR("Physics"));
	for (int i = 0; i < tile_set->get_physics_layers_count(); i++) {
		ADD_TILE_DATA_EDITOR(group, vformat(TTR("Physics Layer %d"), i), vformat("physics_layer_%d", i));
		if (!tile_data_editors.has(vformat("physics_layer_%d", i))) {
			TileDataCollisionEditor *tile_data_collision_editor = memnew(TileDataCollisionEditor());
			tile_data_collision_editor->hide();
			tile_data_collision_editor->set_physics_layer(i);
			tile_data_collision_editor->connect("needs_redraw", callable_mp((CanvasItem *)tile_atlas_control_unscaled, &Control::queue_redraw));
			tile_data_collision_editor->connect("needs_redraw", callable_mp((CanvasItem *)alternative_tiles_control_unscaled, &Control::queue_redraw));
			tile_data_editors[vformat("physics_layer_%d", i)] = tile_data_collision_editor;
		}
	}
	for (int i = tile_set->get_physics_layers_count(); tile_data_editors.has(vformat("physics_layer_%d", i)); i++) {
		tile_data_editors[vformat("physics_layer_%d", i)]->queue_free();
		tile_data_editors.erase(vformat("physics_layer_%d", i));
	}