### 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
if (!scene_path.is_empty()) {
						required_load_paths.push_front(scene_path);
					}
					Ref<SceneState> inherited_state = original_node->get_scene_inherited_state();
					while (inherited_state.is_valid()) {
						String inherited_path = inherited_state->get_path();
						
						if (!inherited_path.is_empty()) {
							required_load_paths.push_front(inherited_path);
						}
						inherited_state = inherited_state->get_base_scene_state();
					}
					
					
					for (String path : required_load_paths) {
						if (!local_scene_cache.find(path)) {
							current_packed_scene = ResourceLoader::load(path, "", ResourceFormatLoader::CACHE_MODE_IGNORE, &err);
							current_packed_scene->set_path(path, true);
							local_scene_cache[path] = current_packed_scene;
						} else {
							current_packed_scene = local_scene_cache[path];
						}
					}
				}
				ERR_FAIL_COND(current_packed_scene.is_null());
				
				Node *instantiated_node = nullptr;
				if (current_packed_scene.is_valid()) {
					instantiated_node = current_packed_scene->instantiate(PackedScene::GEN_EDIT_STATE_INSTANCE);
				}