### 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
EditorPlugin::AfterGUIInput after = EditorPlugin::AFTER_GUI_INPUT_PASS;
	for (int i = 0; i < plugins_list.size(); i++) {
		if ((!serve_when_force_input_enabled) && plugins_list[i]->is_input_event_forwarding_always_enabled()) {
			continue;
		}
		EditorPlugin::AfterGUIInput current_after = plugins_list[i]->forward_3d_gui_input(p_camera, p_event);
		if (current_after == EditorPlugin::AFTER_GUI_INPUT_STOP) {
			after = EditorPlugin::AFTER_GUI_INPUT_STOP;
		}
		if (after != EditorPlugin::AFTER_GUI_INPUT_STOP && current_after == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
			after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
		}
	}
	return after;
}
void EditorPluginList::forward_canvas_draw_over_viewport(Control *p_overlay) {
	for (int i = 0; i < plugins_list.size(); i++) {
		plugins_list[i]->forward_canvas_draw_over_viewport(p_overlay);
	}
}
void EditorPluginList::forward_canvas_force_draw_over_viewport(Control *p_overlay) {
	for (int i = 0; i < plugins_list.size(); i++) {
		plugins_list[i]->forward_canvas_force_draw_over_viewport(p_overlay);
	}
}
void EditorPluginList::forward_3d_draw_over_viewport(Control *p_overlay) {