### 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.
glDisable(GL_SCISSOR_TEST);
	glClearColor(0.0, 0.0, 0.0, 0.0);
	glClear(GL_COLOR_BUFFER_BIT);
	CanvasOcclusionShaderGLES3::ShaderVariant variant = CanvasOcclusionShaderGLES3::MODE_SDF;
	bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
	if (!success) {
		return;
	}
	shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, Projection(), shadow_render.shader_version, variant);
	shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 0.0, shadow_render.shader_version, variant);
	shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, 0.0, shadow_render.shader_version, variant);
	LightOccluderInstance *instance = p_occluders;
	while (instance) {
		OccluderPolygon *oc = occluder_polygon_owner.get_or_null(instance->occluder);
		if (!oc || oc->sdf_vertex_array == 0) {
			instance = instance->next;
			continue;
		}
		Transform2D modelview = to_clip * instance->xform_cache;
		shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
		shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
		glBindVertexArray(oc->sdf_vertex_array);
		glDrawElements(oc->sdf_is_lines ? GL_LINES : GL_TRIANGLES, oc->sdf_index_count, GL_UNSIGNED_INT, 0);
		instance = instance->next;
	}
	texture_storage->render_target_sdf_process(p_render_target); 
	glBindVertexArray(0);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
RID RasterizerCanvasGLES3::occluder_polygon_create() {