### 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
file_menu->set_item_disabled(file_menu->get_item_index(FILE_OPEN_PREV), previous_scenes.is_empty());
	_update_undo_redo_allowed();
}
void EditorNode::_update_file_menu_closed() {
	file_menu->set_item_disabled(file_menu->get_item_index(FILE_OPEN_PREV), false);
}
VBoxContainer *EditorNode::get_main_screen_control() {
	return main_screen_vbox;
}
void EditorNode::editor_select(int p_which) {
	static bool selecting = false;
	if (selecting || changing_scene) {
		return;
	}
	ERR_FAIL_INDEX(p_which, editor_table.size());
	if (!main_editor_buttons[p_which]->is_visible()) { 
		return;
	}
	selecting = true;
	for (int i = 0; i < main_editor_buttons.size(); i++) {
		main_editor_buttons[i]->set_pressed(i == p_which);
	}
	selecting = false;
	EditorPlugin *new_editor = editor_table[p_which];
	ERR_FAIL_COND(!new_editor);
	if (editor_plugin_screen == new_editor) {
		return;