### 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)

rs->canvas_light_occluder_attach_to_canvas(occluder, tile_map_node->get_canvas());
					rs->canvas_light_occluder_set_transform(occluder, tile_map_node->get_global_transform() * xform);
				}
			}
		}
	}
	
	
	_rendering_was_cleaned_up = forced_cleanup;
}
void TileMapLayer::_rendering_quadrants_update_cell(CellData &r_cell_data, SelfList<RenderingQuadrant>::List &r_dirty_rendering_quadrant_list) {
	const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
	
	bool is_valid = false;
	int tile_y_sort_origin = 0;
	TileSetSource *source;
	if (tile_set->has_source(r_cell_data.cell.source_id)) {
		source = *tile_set->get_source(r_cell_data.cell.source_id);
		TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
		if (atlas_source && atlas_source->has_tile(r_cell_data.cell.get_atlas_coords()) && atlas_source->has_alternative_tile(r_cell_data.cell.get_atlas_coords(), r_cell_data.cell.alternative_tile)) {
			is_valid = true;
			const TileData *tile_data;
			if (r_cell_data.runtime_tile_data_cache) {
				tile_data = r_cell_data.runtime_tile_data_cache;
			} else {
				tile_data = atlas_source->get_tile_data(r_cell_data.cell.get_atlas_coords(), r_cell_data.cell.alternative_tile);
			}
			tile_y_sort_origin = tile_data->get_y_sort_origin();
		}
	}