### 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.
}
					if (rect->flags & CANVAS_RECT_TRANSPOSE) {
						dst_rect.size.x *= -1; 
					}
					if (rect->flags & CANVAS_RECT_CLIP_UV) {
						state.instance_data_array[r_index].flags |= FLAGS_CLIP_RECT_UV;
					}
				} else {
					dst_rect = Rect2(rect->rect.position, rect->rect.size);
					if (dst_rect.size.width < 0) {
						dst_rect.position.x += dst_rect.size.width;
						dst_rect.size.width *= -1;
					}
					if (dst_rect.size.height < 0) {
						dst_rect.position.y += dst_rect.size.height;
						dst_rect.size.height *= -1;
					}
					src_rect = Rect2(0, 0, 1, 1);
				}
				if (rect->flags & CANVAS_RECT_MSDF) {
					state.instance_data_array[r_index].flags |= FLAGS_USE_MSDF;
					state.instance_data_array[r_index].msdf[0] = rect->px_range; 
					state.instance_data_array[r_index].msdf[1] = rect->outline; 
					state.instance_data_array[r_index].msdf[2] = 0.f; 
					state.instance_data_array[r_index].msdf[3] = 0.f; 
				} else if (rect->flags & CANVAS_RECT_LCD) {
					state.instance_data_array[r_index].flags |= FLAGS_USE_LCD;
				}
				state.instance_data_array[r_index].modulation[0] = rect->modulate.r * base_color.r;
				state.instance_data_array[r_index].modulation[1] = rect->modulate.g * base_color.g;