### Godot version

4.2 beta 2

### System information

Pop Os 22.04 lts 12th Gen Intel® Core™ i7-12700H × 20 NVIDIA RTX A2000 8GB 32.0  ram. Tested on Forward+ and Mobile

### Issue description

When painting a tile that is rotated or flipped, it looses its physics layer as demonstrated in this video:  

https://github.com/godotengine/godot/assets/33091666/c10f7325-838f-4112-b90d-0c3d9797d08f

Even though in the video I showed this only happening with one of the tiles, it happens with both of them as long as you rotate or flip it. 

### Steps to reproduce

1. Create a tilemap and a tileset
2. Create a physics layer and set collision_visibility_mode to force show. 
3. Assign just created physics layer to tiles
4. Paint the tiles and use rotate or flip tool. 

### Minimal reproduction project

[TileTest.zip](https://github.com/godotengine/godot/files/13067412/TileTest.zip)
#ifndef DISABLE_DEPRECATED
	if (p_name == "texture_offset") {
		r_ret = texture_origin;
		return true;
	}
#endif
	Vector<String> components = String(p_name).split("/", true, 2);
	if (tile_set) {
		if (components.size() == 2 && components[0].begins_with("occlusion_layer") && components[0].trim_prefix("occlusion_layer_").is_valid_int()) {
			
			int layer_index = components[0].trim_prefix("occlusion_layer_").to_int();
			ERR_FAIL_COND_V(layer_index < 0, false);
			if (layer_index >= occluders.size()) {
				return false;
			}
			if (components[1] == "polygon") {
				r_ret = get_occluder(layer_index);
				return true;
			}
		} else if (components.size() >= 2 && components[0].begins_with("physics_layer_") && components[0].trim_prefix("physics_layer_").is_valid_int()) {
			
			int layer_index = components[0].trim_prefix("physics_layer_").to_int();
			ERR_FAIL_COND_V(layer_index < 0, false);
			if (layer_index >= physics.size()) {
				return false;
			}
			if (components.size() == 2) {
				if (components[1] == "linear_velocity") {