### Godot version

v4.0.beta.custom_build [fab9926a9]

### System information

Fedora 37

### Issue description

When creating a new inherited scene, saving the scene (for example with Ctrl+S) defaults to overwriting the scene being inherited, instead of prompting for a location to save to.

### Steps to reproduce

1. Create a new inherited scene
2. Press Ctrl+S

If the scene being inherited is imported (for example from a glTF), an error displays. If the inherited scene is a .tscn or .scn, it gets overridden by an inherited scene that tries to inherit itself, which is impossible and thus corrupt.

### Minimal reproduction project

N/A
if (!is_inside_tree()) {
		defer_load_scene = p_scene;
		return OK;
	}
	if (!p_set_inherited) {
		for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
			if (editor_data.get_scene_path(i) == p_scene) {
				_scene_tab_changed(i);
				return OK;
			}
		}
		if (!p_force_open_imported && FileAccess::exists(p_scene + ".import")) {
			open_imported->set_text(vformat(TTR("Scene '%s' was automatically imported, so it can't be modified.\nTo make changes to it, a new inherited scene can be created."), p_scene.get_file()));
			open_imported->popup_centered();
			new_inherited_button->grab_focus();
			open_import_request = p_scene;
			return OK;
		}
	}
	if (p_clear_errors) {
		load_errors->clear();
	}
	String lpath = ProjectSettings::get_singleton()->localize_path(p_scene);
	if (!lpath.begins_with("res:")) {
		show_accept(TTR("Error loading scene, it must be inside the project path. Use 'Import' to open the scene, then save it inside the project path."), TTR("OK"));
		opening_prev = false;
		return ERR_FILE_NOT_FOUND;
	}
	int prev = editor_data.get_edited_scene();
	int idx = editor_data.add_edited_scene(-1);