### Godot version

4.0-beta12

### System information

Windows11 Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080

### Issue description

Can not assign "SpriteFrames" resource file to SpriteFrames attribute in custom resource file, it alert "Recursion detected, unable to assign resource to property."


### Steps to reproduce

Please look uploaded project. try assign new_sprite_frames.tres to frames in custom_res.tres.

### Minimal reproduction project

[GodotCustomRes.zip](https://github.com/godotengine/godot/files/10419770/GodotCustomRes.zip)

if (p_hint == PROPERTY_HINT_ENUM || p_hint == PROPERTY_HINT_ENUM_SUGGESTION) {
				EditorPropertyTextEnum *editor = memnew(EditorPropertyTextEnum);
				Vector<String> options = p_hint_text.split(",", false);
				editor->setup(options, false, (p_hint == PROPERTY_HINT_ENUM_SUGGESTION));
				return editor;
			} else if (p_hint == PROPERTY_HINT_MULTILINE_TEXT) {
				EditorPropertyMultilineText *editor = memnew(EditorPropertyMultilineText);
				return editor;
			} else if (p_hint == PROPERTY_HINT_EXPRESSION) {
				EditorPropertyMultilineText *editor = memnew(EditorPropertyMultilineText(true));
				return editor;
			} else if (p_hint == PROPERTY_HINT_TYPE_STRING) {
				EditorPropertyClassName *editor = memnew(EditorPropertyClassName);
				editor->setup("Object", p_hint_text);
				return editor;
			} else if (p_hint == PROPERTY_HINT_LOCALE_ID) {
				EditorPropertyLocale *editor = memnew(EditorPropertyLocale);
				editor->setup(p_hint_text);
				return editor;
			} else if (p_hint == PROPERTY_HINT_DIR || p_hint == PROPERTY_HINT_FILE || p_hint == PROPERTY_HINT_SAVE_FILE || p_hint == PROPERTY_HINT_GLOBAL_SAVE_FILE || p_hint == PROPERTY_HINT_GLOBAL_DIR || p_hint == PROPERTY_HINT_GLOBAL_FILE) {
				Vector<String> extensions = p_hint_text.split(",");
				bool global = p_hint == PROPERTY_HINT_GLOBAL_DIR || p_hint == PROPERTY_HINT_GLOBAL_FILE || p_hint == PROPERTY_HINT_GLOBAL_SAVE_FILE;
				bool folder = p_hint == PROPERTY_HINT_DIR || p_hint == PROPERTY_HINT_GLOBAL_DIR;
				bool save = p_hint == PROPERTY_HINT_SAVE_FILE || p_hint == PROPERTY_HINT_GLOBAL_SAVE_FILE;
				EditorPropertyPath *editor = memnew(EditorPropertyPath);
				editor->setup(extensions, folder, global);
				if (save) {
					editor->set_save_mode();
				}
				return editor;