### Godot version

v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - integrated Intel(R) HD Graphics 630 (Intel Corporation; 31.0.101.2111) - Intel(R) Core(TM) i5-7400 CPU @ 3.00GHz (4 Threads)

### Issue description

I have a tileset that disables its visibility during it's `_ready()` function. The tileset is made up of scene tiles. I didn't have a problem with this until recently I discovered my player goes right through the tiles unless they're visible. This didn't happen before, it could be something to do with the 4.2 update.

### Steps to reproduce

In my minimal reproduction project I removed the script that disables the tileset's visibility.

- Run the game with the tileset visible and use wasd keys to move downward. The tileset should block the player (it's using `move_and_slide()`).
- Run the game with the tileset non-visible and use wasd keys to move downward. The tileset isn't block the player.

### Minimal reproduction project

[Bug Demo.zip](https://github.com/godotengine/godot/files/13531278/Bug.Demo.zip)

Ref<TileSet> tileset = tile_map_node->get_tileset();
	ERR_FAIL_COND_MSG(tileset.is_null(), "Cannot call fix_invalid_tiles() on a TileMap without a valid TileSet.");
	RBSet<Vector2i> coords;
	for (const KeyValue<Vector2i, CellData> &E : tile_map) {
		TileSetSource *source = *tileset->get_source(E.value.cell.source_id);
		if (!source || !source->has_tile(E.value.cell.get_atlas_coords()) || !source->has_alternative_tile(E.value.cell.get_atlas_coords(), E.value.cell.alternative_tile)) {
			coords.insert(E.key);
		}
	}
	for (const Vector2i &E : coords) {
		set_cell(E, TileSet::INVALID_SOURCE, TileSetSource::INVALID_ATLAS_COORDS, TileSetSource::INVALID_TILE_ALTERNATIVE);
	}
}
bool TileMapLayer::has_body_rid(RID p_physics_body) const {
	return bodies_coords.has(p_physics_body);
}
Vector2i TileMapLayer::get_coords_for_body_rid(RID p_physics_body) const {
	return bodies_coords[p_physics_body];
}
TileMapLayer::~TileMapLayer() {
	if (!tile_map_node) {
		
		return;
	}
	in_destructor = true;
	clear();
	internal_update();
}
HashMap<Vector2i, TileSet::CellNeighbor> TerrainConstraint::get_overlapping_coords_and_peering_bits() const {