### Godot version

4.0.beta17

### System information

windows 10, nvidia graphics, gl compatibility renderer

### Issue description

Checking or unchecking the 'transpose' checkbox in a tile alternative in the tileset editor has absolutely no visual effect. This was found by another user here https://github.com/godotengine/godot/issues/72525
This only happens in the compatibility renderer. I've tested with the vulkan (mobile and forward) and both worked fine.

### Steps to reproduce

See attached video:

https://user-images.githubusercontent.com/5783414/216274035-0acbe609-52b0-4dd8-90c1-b8970f248231.mp4



### Minimal reproduction project

[TileMapTransposeWontWork.zip](https://github.com/godotengine/godot/files/10566912/TileMapTransposeWontWork.zip)

### Work Around

User vulkan instead of opengl. Or, The user could create a specific tilemap node for rotated tiles and rotate the entire node by 90 or -90 degrees to achieve the desired result.
state.current_instance_buffer_index++;
	if (int(state.current_instance_buffer_index) < state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.size()) {
		
		return;
	}
	GLuint new_buffer;
	glGenBuffers(1, &new_buffer);
	glBindBuffer(GL_ARRAY_BUFFER, new_buffer);
	glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
	state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.push_back(new_buffer);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES3::set_time(double p_time) {
	state.time = p_time;
}
RasterizerCanvasGLES3 *RasterizerCanvasGLES3::singleton = nullptr;
RasterizerCanvasGLES3 *RasterizerCanvasGLES3::get_singleton() {
	return singleton;
}
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
	singleton = this;
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	GLES3::Config *config = GLES3::Config::get_singleton();
	polygon_buffers.last_id = 1;
	
	{
		glGenBuffers(1, &data.canvas_quad_vertices);