### 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
return occurence_id == p_other.occurence_id ? property < p_other.property : occurence_id < p_other.occurence_id;
		}
	};
	struct PLData {
		int uses = 0;
		PropertyInfo property_info;
	};
	RBMap<PropertyId, PLData> usage;
	List<PLData *> data_list;
	for (const TileSelection &E : tiles) {
		const Vector2i &coords = E.tile;
		const int &alternative = E.alternative;
		TileData *tile_data = tile_set_atlas_source->get_tile_data(coords, alternative);
		ERR_FAIL_COND(!tile_data);
		List<PropertyInfo> list;
		tile_data->get_property_list(&list);
		HashMap<String, int> counts; 
		for (List<PropertyInfo>::Element *E_property = list.front(); E_property; E_property = E_property->next()) {
			
			if (E_property->get().usage & PROPERTY_USAGE_CATEGORY) {