### 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)

if (!tile_map.has(p_coords)) {
		return TileMapCell();
	} else {
		TileMapCell c = tile_map.find(p_coords)->value.cell;
		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(c.source_id, c.get_atlas_coords(), c.alternative_tile);
			c.source_id = proxyed[0];
			c.set_atlas_coords(proxyed[1]);
			c.alternative_tile = proxyed[2];
		}
		return c;
	}
}
void TileMapLayer::set_tile_data(TileMapLayer::DataFormat p_format, const Vector<int> &p_data) {