### Godot version

v4.0.beta10.official [d0398f62f]

### System information

Windows 10, Vulkan

### Issue description

```
ERROR: Error calling from signal 'item_activated' to callable: 'TileMapEditorTilesPlugin::TileMapEditorTilesPlugin::_update_selection_pattern_from_tileset_pattern_selection': Method expected 0 arguments, but called with 1.
   at: emit_signalp (core/object/object.cpp:1058)
```

### Steps to reproduce

* Open MRP
* Open the scene and select `TileMap` node
* In the `Patterns` tab, double-click on the pattern

### Minimal reproduction project

[TileMap double click.zip](https://github.com/godotengine/godot/files/10339282/TileMap.double.click.zip)

undo_redo->commit_action();
		}
		return true;
	}
	Ref<InputEventMouseMotion> mm = p_event;
	if (mm.is_valid()) {
		has_mouse = true;
		Transform2D xform = CanvasItemEditor::get_singleton()->get_canvas_transform() * tile_map->get_global_transform();
		Vector2 mpos = xform.affine_inverse().xform(mm->get_position());
		switch (drag_type) {
			case DRAG_TYPE_PAINT: {
				HashMap<Vector2i, TileMapCell> to_draw = _draw_line(drag_start_mouse_pos, drag_last_mouse_pos, mpos, drag_erasing);
				for (const KeyValue<Vector2i, TileMapCell> &E : to_draw) {
					if (!drag_erasing && E.value.source_id == TileSet::INVALID_SOURCE) {
						continue;
					}
					Vector2i coords = E.key;
					if (!drag_modified.has(coords)) {
						drag_modified.insert(coords, tile_map->get_cell(tile_map_layer, coords));
					}
					tile_map->set_cell(tile_map_layer, coords, E.value.source_id, E.value.get_atlas_coords(), E.value.alternative_tile);
				}
				_fix_invalid_tiles_in_tile_map_selection();
			} break;
			case DRAG_TYPE_BUCKET: {
				Vector<Vector2i> line = TileMapEditor::get_line(tile_map, tile_map->local_to_map(drag_last_mouse_pos), tile_map->local_to_map(mpos));
				for (int i = 0; i < line.size(); i++) {
					if (!drag_modified.has(line[i])) {
						HashMap<Vector2i, TileMapCell> to_draw = _draw_bucket_fill(line[i], bucket_contiguous_checkbox->is_pressed(), drag_erasing);
						for (const KeyValue<Vector2i, TileMapCell> &E : to_draw) {