### 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)
}
			
			for (const KeyValue<Vector2, Ref<RenderingQuadrant>> &E : local_to_map) {
				for (const RID &ci : E.value->canvas_items) {
					RS::get_singleton()->canvas_item_set_draw_index(ci, index++);
				}
			}
		}
		
		if (dirty.flags[DIRTY_FLAGS_TILE_MAP_LIGHT_MASK] ||
				dirty.flags[DIRTY_FLAGS_TILE_MAP_USE_PARENT_MATERIAL] ||
				dirty.flags[DIRTY_FLAGS_TILE_MAP_MATERIAL] ||
				dirty.flags[DIRTY_FLAGS_TILE_MAP_TEXTURE_FILTER] ||
				dirty.flags[DIRTY_FLAGS_TILE_MAP_TEXTURE_REPEAT]) {
			for (KeyValue<Vector2i, Ref<RenderingQuadrant>> &kv : rendering_quadrant_map) {
				Ref<RenderingQuadrant> &rendering_quadrant = kv.value;
				for (const RID &ci : rendering_quadrant->canvas_items) {
					rs->canvas_item_set_light_mask(ci, tile_map_node->get_light_mask());
					rs->canvas_item_set_use_parent_material(ci, tile_map_node->get_use_parent_material() || tile_map_node->get_material().is_valid());
					rs->canvas_item_set_default_texture_filter(ci, RS::CanvasItemTextureFilter(tile_map_node->get_texture_filter_in_tree()));
					rs->canvas_item_set_default_texture_repeat(ci, RS::CanvasItemTextureRepeat(tile_map_node->get_texture_repeat_in_tree()));
				}
			}
		}
	}
	
	if (forced_cleanup) {
		
		for (KeyValue<Vector2i, CellData> &kv : tile_map) {
			_rendering_occluders_clear_cell(kv.value);