### 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.
singleton = nullptr;
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	material_storage->shaders.canvas_shader.version_free(data.canvas_shader_default_version);
	shadow_render.shader.version_free(shadow_render.shader_version);
	material_storage->material_free(default_canvas_group_material);
	material_storage->shader_free(default_canvas_group_shader);
	material_storage->material_free(default_clip_children_material);
	material_storage->shader_free(default_clip_children_shader);
	singleton = nullptr;
	glDeleteBuffers(1, &data.canvas_quad_vertices);
	glDeleteVertexArrays(1, &data.canvas_quad_array);
	glDeleteBuffers(1, &data.canvas_quad_vertices);
	glDeleteVertexArrays(1, &data.canvas_quad_array);
	GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
	memdelete_arr(state.instance_data_array);
	memdelete_arr(state.light_uniforms);
	if (state.shadow_fb != 0) {
		glDeleteFramebuffers(1, &state.shadow_fb);
		glDeleteTextures(1, &state.shadow_texture);
		glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
		state.shadow_fb = 0;
		state.shadow_texture = 0;
		state.shadow_depth_buffer = 0;
	}
}
#endif