### 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)

for (int i = 0; i < kv.value->canvas_items.size(); i++) {
				const RID &ci = kv.value->canvas_items[i];
				if (ci.is_valid()) {
					rs->free(ci);
				}
			}
			kv.value->cells.clear();
		}
		rendering_quadrant_map.clear();
		_rendering_was_cleaned_up = true;
	}
	if (!forced_cleanup) {
		
		if (dirty.flags[DIRTY_FLAGS_TILE_MAP_TILE_SET] || _rendering_was_cleaned_up) {
			
			for (KeyValue<Vector2i, CellData> &kv : tile_map) {
				CellData &cell_data = kv.value;
				_rendering_quadrants_update_cell(cell_data, dirty_rendering_quadrant_list);
			}
		} else {
			
			for (SelfList<CellData> *cell_data_list_element = dirty.cell_list.first(); cell_data_list_element; cell_data_list_element = cell_data_list_element->next()) {
				CellData &cell_data = *cell_data_list_element->self();
				_rendering_quadrants_update_cell(cell_data, dirty_rendering_quadrant_list);
			}
		}
		
		for (SelfList<RenderingQuadrant> *quadrant_list_element = dirty_rendering_quadrant_list.first(); quadrant_list_element;) {
			SelfList<RenderingQuadrant> *next_quadrant_list_element = quadrant_list_element->next(); 
			const Ref<RenderingQuadrant> &rendering_quadrant = quadrant_list_element->self();