### 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)

Vector<String> components = String(p_name).split("/", true, 2);
	if (components.size() == 2 && components[0].begins_with("layer_")) {
		int index = components[0].trim_prefix("layer_").to_int();
		if (index <= 0 || index >= (int)layers.size()) {
			return false;
		}
		if (components[1] == "name") {
			r_property = default_layer->get_name();
			return true;
		} else if (components[1] == "enabled") {
			r_property = default_layer->is_enabled();
			return true;
		} else if (components[1] == "modulate") {
			r_property = default_layer->get_modulate();
			return true;
		} else if (components[1] == "y_sort_enabled") {
			r_property = default_layer->is_y_sort_enabled();
			return true;
		} else if (components[1] == "y_sort_origin") {
			r_property = default_layer->get_y_sort_origin();
			return true;
		} else if (components[1] == "z_index") {