### 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)

HashMap<Vector2i, CellData>::ConstIterator E = tile_map.find(p_coords);
	if (!E) {
		return TileSetSource::INVALID_TILE_ALTERNATIVE;
	}
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	if (p_use_proxies && tile_set.is_valid()) {
		Array proxyed = tile_set->map_tile_proxy(E->value.cell.source_id, E->value.cell.get_atlas_coords(), E->value.cell.alternative_tile);
		return proxyed[2];
	}
	return E->value.cell.alternative_tile;
}
TileData *TileMapLayer::get_cell_tile_data(const Vector2i &p_coords, bool p_use_proxies) const {
	int source_id = get_cell_source_id(p_coords, p_use_proxies);
	if (source_id == TileSet::INVALID_SOURCE) {
		return nullptr;
	}
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	Ref<TileSetAtlasSource> source = tile_set->get_source(source_id);
	if (source.is_valid()) {
		return source->get_tile_data(get_cell_atlas_coords(p_coords, p_use_proxies), get_cell_alternative_tile(p_coords, p_use_proxies));
	}
	return nullptr;
}
void TileMapLayer::clear() {