### 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
String path = p_resource->get_path();
	if (path.is_resource_file() && !FileAccess::exists(path + ".import")) {
		save_resource_in_path(p_resource, p_resource->get_path());
	} else {
		save_resource_as(p_resource);
	}
}
void EditorNode::save_resource_as(const Ref<Resource> &p_resource, const String &p_at_path) {
	{
		String path = p_resource->get_path();
		if (!path.is_resource_file()) {
			int srpos = path.find("::");
			if (srpos != -1) {
				String base = path.substr(0, srpos);
				if (!get_edited_scene() || get_edited_scene()->get_scene_file_path() != base) {
					show_warning(TTR("This resource can't be saved because it does not belong to the edited scene. Make it unique first."));
					return;
				}
			}
		} else {
			if (FileAccess::exists(path + ".import")) {
				show_warning(TTR("This resource can't be saved because it was imported from another file. Make it unique first."));
				return;
			}