### Godot version

4.1 Stable

### System information

MacBook Ventura 13.4

### Issue description

Undo/Redo manager `history_changed` events stop being emitted when clicking on the same editor inspector property. This also stops creating Undo/Redo events, so "undo" actions stop working.

### Steps to reproduce

The steps to reproduce is kind of finnicky, but I was able to reproduce it with relative easy using the "position" propert:

- Click "Y" position and change it to any value; press Enter.
- Click the "Y" position again and change it to any value; press Enter.
- Click the "Y" position again (again), and change it to any value; press Enter.

On the third time changing the value, "history_changed" events stop being emitted. Checking the "History" tab, you'll see only the two events are logged (other changes in the position are not).



### Minimal reproduction project

This can be reproduced in any project, but I'm attaching a project with an addon that logs a "history_changed" event on the console so you know when it stops being emitted.
[HistoryIssue.zip](https://github.com/godotengine/godot/files/12053128/HistoryIssue.zip)

History &history = get_or_create_history(p_id);
	history.saved_version = history.undo_redo->get_version();
}
void EditorUndoRedoManager::set_history_as_unsaved(int p_id) {
	History &history = get_or_create_history(p_id);
	history.saved_version = -1;
}
bool EditorUndoRedoManager::is_history_unsaved(int p_id) {
	History &history = get_or_create_history(p_id);
	return history.undo_redo->get_version() != history.saved_version;
}
bool EditorUndoRedoManager::has_undo() {
	for (const KeyValue<int, History> &E : history_map) {
		if ((E.key == GLOBAL_HISTORY || E.key == REMOTE_HISTORY || E.key == EditorNode::get_editor_data().get_current_edited_scene_history_id()) && !E.value.undo_stack.is_empty()) {
			return true;
		}
	}
	return false;
}
bool EditorUndoRedoManager::has_redo() {