### 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 (!p_object) {
		InspectorDock::get_inspector_singleton()->edit(nullptr);
		NodeDock::get_singleton()->set_node(nullptr);
		SceneTreeDock::get_singleton()->set_selected(nullptr);
		InspectorDock::get_singleton()->update(nullptr);
		hide_unused_editors();
		return;
	}
	ObjectID id = p_object->get_instance_id();
	if (id != editor_history.get_current()) {
		if (p_inspector_only) {
			editor_history.add_object(id, String(), true);
		} else if (p_property.is_empty()) {
			editor_history.add_object(id);
		} else {
			editor_history.add_object(id, p_property);
		}
	}
	_edit_current();
}
void EditorNode::_save_default_environment() {
	Ref<Environment> fallback = get_tree()->get_root()->get_world_3d()->get_fallback_environment();
	if (fallback.is_valid() && fallback->get_path().is_resource_file()) {
		HashMap<Ref<Resource>, bool> processed;
		_find_and_save_edited_subresources(fallback.ptr(), processed, 0);
		save_resource_in_path(fallback, fallback->get_path());
	}
}
void EditorNode::hide_unused_editors(const Object *p_editing_owner) {