### 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.
RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
	if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
		_new_batch(r_batch_broken);
		state.canvas_instance_batches[state.current_batch_index].filter = texture_filter;
	}
	RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? state.default_repeat : p_item->texture_repeat;
	if (texture_repeat != state.canvas_instance_batches[state.current_batch_index].repeat) {
		_new_batch(r_batch_broken);
		state.canvas_instance_batches[state.current_batch_index].repeat = texture_repeat;
	}
	Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
	Transform2D draw_transform; 
	Color base_color = p_item->final_modulate;
	uint32_t base_flags = 0;
	Size2 texpixel_size;
	bool reclip = false;
	bool skipping = false;
	
	uint32_t lights[4] = { 0, 0, 0, 0 };
	uint16_t light_count = 0;
	{
		Light *light = p_lights;
		while (light) {
			if (light->render_index_cache >= 0 && p_item->light_mask & light->item_mask && p_item->z_final >= light->z_min && p_item->z_final <= light->z_max && p_item->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
				uint32_t light_index = light->render_index_cache;
				lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);