### 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
ERR_FAIL_COND(plugin_init_callback_count == MAX_INIT_CALLBACKS);
	plugin_init_callbacks[plugin_init_callback_count++] = p_callback;
}
EditorPluginInitializeCallback EditorNode::plugin_init_callbacks[EditorNode::MAX_INIT_CALLBACKS];
int EditorNode::build_callback_count = 0;
void EditorNode::add_build_callback(EditorBuildCallback p_callback) {
	ERR_FAIL_COND(build_callback_count == MAX_INIT_CALLBACKS);
	build_callbacks[build_callback_count++] = p_callback;
}
EditorBuildCallback EditorNode::build_callbacks[EditorNode::MAX_BUILD_CALLBACKS];
bool EditorNode::call_build() {
	bool builds_successful = true;
	for (int i = 0; i < build_callback_count && builds_successful; i++) {
		if (!build_callbacks[i]()) {
			ERR_PRINT("A Godot Engine build callback failed.");
			builds_successful = false;
		}
	}
	if (builds_successful && !editor_data.call_build()) {
		ERR_PRINT("An EditorPlugin build callback failed.");
		builds_successful = false;
	}
	return builds_successful;
}
void EditorNode::_inherit_imported(const String &p_action) {