### 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 (get_edited_scene()) {
		if (current_tab < 2) {
			Node *editor_node = SceneTreeDock::get_singleton()->get_tree_editor()->get_selected();
			editor_node = editor_node == nullptr ? get_edited_scene() : editor_node;
			if (Object::cast_to<CanvasItem>(editor_node)) {
				editor_select(EDITOR_2D);
			} else if (Object::cast_to<Node3D>(editor_node)) {
				editor_select(EDITOR_3D);
			}
		}
	}
	if (p_state.has("scene_tree_offset")) {
		SceneTreeDock::get_singleton()->get_tree_editor()->get_scene_tree()->get_vscroll_bar()->set_value(p_state["scene_tree_offset"]);
	}
	if (p_state.has("property_edit_offset")) {
		InspectorDock::get_inspector_singleton()->set_scroll_offset(p_state["property_edit_offset"]);
	}
	if (p_state.has("node_filter")) {
		SceneTreeDock::get_singleton()->set_filter(p_state["node_filter"]);
	}
	
	EditorDebuggerNode::get_singleton()->update_live_edit_root();
	ScriptEditor::get_singleton()->set_scene_root_script(editor_data.get_scene_root_script(editor_data.get_edited_scene()));
	editor_data.notify_edited_scene_changed();
	emit_signal(SNAME("scene_changed"));
}
bool EditorNode::is_changing_scene() const {